Method and device for prompting task in game and electronic terminal

By clearly displaying the location and status of the target interactive object in the game interface, the problem of low efficiency in existing game task prompts is solved, improving the accuracy of player operations and the gaming experience.

CN115814417BActive Publication Date: 2026-01-02NETEASE (SHANGHAI) NETWORK CO LTD
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Patent Information

Application Number
CN202211414919.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-11-11
Publication Date
2026-01-02
Estimated Expiration
2042-11-11

AI Technical Summary

Technical Problem

The current game task prompting method requires players to repeatedly change points, which affects the game experience and results in low prompting efficiency.

Method used

By displaying the game scene and scene map in the graphical user interface, the location and status indicators of the target interactive objects are clearly defined, the virtual character is controlled to perform tasks in response to player commands, and the status indicators are updated in real time to avoid repeated point changes.

Benefits of technology

It improves the efficiency of game task prompts and the player experience, ensuring that players accurately know the location and status of tasks and avoid repetitive operations.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure provides a game task prompting method and device and an electronic terminal, and relates to the technical field of games, and alleviates the technical problem of low efficiency of game task prompting. The method comprises the following steps: displaying a game scene, a scene map corresponding to the game scene, and a task area in a graphical user interface; displaying an object state identifier corresponding to a target interactive object in the task area; in response to a control instruction for the first virtual role, controlling the first virtual role to perform a target interactive behavior with a target interactive object located at a specified position; determining a state parameter of the target interactive object according to the target interactive behavior; changing the object state identifier corresponding to the target interactive object according to the state parameter, and displaying the updated object state identifier on a second terminal device corresponding to at least one second virtual object.
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Description

TECHNICAL FIELD

[0001] The present disclosure relates to the technical field of games, and in particular to a task prompting method and device in a game and an electronic terminal. BACKGROUND

[0002] In many games, a virtual character controlled by a player needs to complete some game tasks in a game scene, such as a game task of deciphering a code, a game task of obtaining a virtual object, a game task of rescuing a virtual character, a game task of operating a virtual switch, and the like. At present, the prompting method for these game tasks is to indicate the number of game tasks to be executed or the number of game tasks that have been completed. For example, by judging that the data refresh triggered by the completion of a game task each time is executed, the interface information of the number of completed tasks is updated to the front end to display.

[0003] However, for the current prompting method, it often happens that when the virtual character controlled by the player runs to the task execution location, the task has been completed or a teammate is executing the task, so that the virtual character needs to change the point again, which affects the game experience of the player. Therefore, the existing prompting scheme cannot effectively prompt the player to the game task, resulting in low efficiency of the current game task prompting. SUMMARY

[0004] The purpose of the present disclosure is to provide a task prompting method, device and electronic terminal in a game to alleviate the technical problem of low efficiency of the current game task prompting.

[0005] In a first aspect, the embodiments of the present disclosure provide a task prompting method in a game, a graphical user interface is provided by a first terminal device, a game scene of the game includes at least a first virtual character controlled by the first terminal device and at least a second virtual object controlled by a second terminal device; the method comprises:

[0006] displaying a game scene, a scene map corresponding to the game scene, and a task area in the graphical user interface, wherein at least two specified positions in the game scene are respectively provided with target interactive objects; and an object position identifier of the corresponding target interactive object is displayed at a map position corresponding to the specified position in the scene map;

[0007] displaying an object state identifier corresponding to the target interactive object in the task area, the object position identifier and the object state identifier corresponding to each other;

[0008] in response to a control instruction for the first virtual character, controlling the first virtual character to perform a target interactive behavior with the target interactive object located at the specified position;

[0009] determining a state parameter of the target interactive object according to the target interactive behavior;

[0010] The changing module is configured to change an object state identifier corresponding to the target interactive object according to the state parameter, and display the updated object state identifier on a second terminal device corresponding to the at least one second virtual object.

[0011] In a second aspect, a task prompting device in a game is provided, a graphical user interface is provided by a first terminal device, a game scene of the game includes at least a first virtual character controlled by the first terminal device and at least one second virtual object controlled by a second terminal device, and the task prompting device includes:

[0012] The display module is configured to display a game scene, a scene map corresponding to the game scene, and a task area in the graphical user interface, at least two specified positions in the game scene are respectively provided with target interactive objects, and object position identifiers of the corresponding target interactive objects are displayed at map positions corresponding to the specified positions in the scene map.

[0013] The display module is further configured to display an object state identifier corresponding to the target interactive object in the task area, and the object position identifier and the object state identifier correspond to each other.

[0014] The control module is configured to control the first virtual character to perform a target interactive behavior with the target interactive object located at the specified position in response to a control instruction for the first virtual character.

[0015] The determination module is configured to determine a state parameter of the target interactive object according to the target interactive behavior.

[0016] The changing module is configured to change an object state identifier corresponding to the target interactive object according to the state parameter, and display the updated object state identifier on a second terminal device corresponding to the at least one second virtual object.

[0017] In a third aspect, the embodiments of the present disclosure further provide an electronic terminal, including a memory and a processor, the memory stores a computer program that can run on the processor, and the processor implements the method of the first aspect or the second aspect when executing the computer program.

[0018] In a fourth aspect, the embodiments of the present disclosure further provide a computer readable storage medium, the computer readable storage medium stores computer executable instructions, and the computer executable instructions cause the processor to run the method of the first aspect or the second aspect when the computer executable instructions are called and run by the processor.

[0019] The embodiments of the present disclosure bring the following beneficial effects:

[0020] The game task prompting method and device and electronic terminal provided by the embodiments of the present disclosure can display a game scene, a scene map corresponding to the game scene, and a task area in a graphical user interface, wherein at least two specified positions in the game scene are respectively provided with target interactive objects, an object position identifier of the corresponding target interactive object is displayed at a map position corresponding to the specified position in the scene map, an object state identifier corresponding to the target interactive object is displayed in the task area, the object position identifier and the object state identifier correspond to each other, a target interactive behavior is performed by a first virtual role and a target interactive object located at a specified position in response to a control instruction for the first virtual role, a state parameter of the target interactive object is determined according to the target interactive behavior, the object state identifier corresponding to the target interactive object is changed according to the state parameter, and the updated object state identifier is displayed on a second terminal device corresponding to at least one second virtual object. In the present scheme, the specified position of the target interactive object is prompted to the player, the state parameter of the target interactive object is determined according to the target interactive behavior performed by the target interactive object, and then the object state identifier corresponding to the target interactive object on each terminal device is changed according to the state parameter, so that the specified position of the target interactive object which has not performed the target interactive behavior is more effectively prompted, the player can know the specified position of each target interactive object which really needs to perform the target interactive behavior, the situation that the target interactive behavior performed by the target interactive object when the virtual role reaches the specified position has been completed or the target interactive behavior is being performed and needs to be changed again is avoided, the game experience of the player and the prompting efficiency of the interactive behavior and other game tasks are improved, and the technical problem of low prompting efficiency of the game task is alleviated.

[0021] In order to make the above-mentioned purposes, features and advantages of the present disclosure more obvious and easy to understand, the following preferred embodiments are described in detail below, and the accompanying drawings are described as follows. BRIEF DESCRIPTION OF DRAWINGS

[0022] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following will briefly introduce the drawings needed to be used in the specific embodiments or the prior art description. Obviously, the drawings in the following description are some embodiments of the present disclosure, and those skilled in the art can also obtain other drawings according to these drawings without creative labor.

[0023] Figure 1 An application scenario diagram provided by the embodiments of the present disclosure is shown;

[0024] Figure 2 A structural diagram of a mobile phone provided by the embodiments of the present disclosure is shown;

[0025] Figure 3A use scenario of a touch terminal is shown.

[0026] Figure 4 A flowchart of a method for prompting a task in a game is shown.

[0027] Figure 5 A terminal device for displaying an image user interface is shown.

[0028] Figure 6 Another terminal device for displaying an image user interface is shown.

[0029] Figure 7 Another terminal device for displaying an image user interface is shown.

[0030] Figure 8 Another terminal device for displaying an image user interface is shown.

[0031] Figure 9 A structure diagram of a device for prompting a task in a game is shown.

[0032] Figure 10 A structure diagram of an electronic device is shown. DETAILED DESCRIPTION

[0033] In order to make the objectives, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions of the present disclosure will be described clearly and completely below with reference to the drawings, obviously, the described embodiments are some but not all of the embodiments of the present disclosure. Based on the embodiments of the present disclosure, all other embodiments obtained by those of ordinary skill in the art without creative work fall within the scope of the present disclosure.

[0034] The terms "comprising" and "having" and any variations thereof mentioned in the embodiments of the present disclosure are intended to cover the inclusions without limitation. For example, a process, method, system, product or device including a series of steps or units is not limited to the listed steps or units, but optionally further includes other steps or units not listed, or optionally further includes other steps or units inherent to the process, method, product or device.

[0035] At present, in many asymmetric competitive games, only the number of target cracking and the number of completed cracking are indicated for the state prompt of the target cracking of the escaping party. The display mechanism in the existing game is to trigger the data refresh when the cracking is completed, and the display of the number of completed cracking is updated to the front end, that is, the data refresh is triggered by judging the cracking completion every time, and the interface information display of the number of completed cracking is updated to the front end. However, in the current display mechanism, the scheme has many shortcomings.

[0036] For example, in the game process, only the text in the upper part of the graphical user interface displays the cracking target information. For example, the display form is "X passwords have not been cracked", wherein X is initially the target number of cracking passwords, and the data is refreshed after each cracking point cracking is completed, that is, X-1. In the existing scheme, for the escaping party which needs to crack all the target points as soon as possible to enter the evacuation stage, since the cracking point information is not displayed on the user interface, the cracking point that the user runs to has been cracked or a teammate is cracking, and the point needs to be changed again. Furthermore, in the text display mode, the dynamic change information only has numbers, and there is no feedback of state change, so it is difficult for the player to know the specific cracking situation.

[0037] For another example, the cracking target information is displayed symbolically in the upper part of the graphical user interface. For example, the display form is 5 dots representing the number of cracking targets, and initially all are gray, and after each cracking point cracking is completed, a gray dot is replaced by a white dot from left to right. For this scheme, the dot symbol is not displayed according to the cracking point state, and the cracking point that the user runs to has been cracked or a teammate is cracking, and the point needs to be changed again. In addition, the cracking point is not displayed in association with the dot symbol in the user interface, that is, the meaning of the 5 dots has a large understanding cost for the user, which affects the game experience of the player.

[0038] Therefore, the existing prompt scheme cannot effectively prompt the game task to the player, resulting in low efficiency of the current game task prompt.

[0039] Based on this, the disclosure embodiment provides a game task prompting method, device and electronic terminal, which can alleviate the technical problem of low efficiency of the current game task prompt.

[0040] The game task prompting method in one embodiment of the disclosure can run on a local terminal device or a server. When the game task prompting method runs on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0041] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of in-game task prompts are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0042] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0043] In one possible implementation, this disclosure provides a method for prompting tasks in a game, which provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0044] For example, such as Figure 1 As shown, Figure 1 This is a schematic diagram illustrating an application scenario provided by an embodiment of this disclosure. The application scenario may include a touch terminal (e.g., mobile phone 102) and a server 101. The touch terminal can communicate with the server 101 via a wired or wireless network. The touch terminal is used to run a virtual desktop, through which it can interact with the server 101 to control the content on the server 101.

[0045] The touch terminal of the embodiment is exemplified by a mobile phone 102. The mobile phone 102 includes a radio frequency (RF) circuit 110, a memory 120, a touch screen 130, a processor 140, and the like. Those skilled in the art can understand that Figure 2 The structure of the mobile phone shown in the figure is not intended to limit the mobile phone, and the mobile phone can include more or less components than those shown in the figure, or combine some components, or split some components, or different component arrangement. Those skilled in the art can understand that the touch screen 130 belongs to a user interface (UI), and the mobile phone 102 can include more or less user interfaces than those shown in the figure.

[0046] The RF circuit 110 can also communicate with a network and other devices through wireless communication. The wireless communication can use any communication standard or protocol, including but not limited to Global System for Mobile Communication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), Email, Short Message Service (SMS), etc.

[0047] The memory 120 can be used to store software programs and modules, and the processor 140 executes various function applications and data processing of the mobile phone 102 by running the software programs and modules stored in the memory 120. The memory 120 can mainly include a program storage area and a data storage area, wherein the program storage area can store an operating system, at least one application program required by a function, and the like; the data storage area can store data created according to the use of the mobile phone 102, and the like. In addition, the memory 120 can include a high-speed random access memory, and can also include a non-volatile memory, such as at least one magnetic disk storage device, a flash memory device, or other volatile solid-state memory device.

[0048] The processor 140 is the control center of the mobile phone 102, connects all parts of the mobile phone through various interfaces and lines, executes various functions and processes data of the mobile phone 102 by running or executing software programs and / or modules stored in the memory 120 and calling data stored in the memory 120, and thus monitors the mobile phone as a whole.

[0049] The embodiments of the present disclosure are further described below with reference to the drawings.

[0050] Figure 4 A flowchart of a method for task prompting in a game according to an embodiment of the present disclosure is shown in FIG. 4.

[0051] The method can be applied to a terminal device (for example, a mobile phone 102 as shown in FIG. 1) that can present a graphical user interface. The graphical user interface is provided by the first terminal device. The game scene of the game includes at least a first virtual character controlled by the first terminal device and at least a second virtual object controlled by a second terminal device. As shown in FIG. 2, the method includes the following steps. Figure 2 The method can be applied to a terminal device (for example, a mobile phone 102 as shown in FIG. 1) that can present a graphical user interface. The graphical user interface is provided by the first terminal device. The game scene of the game includes at least a first virtual character controlled by the first terminal device and at least a second virtual object controlled by a second terminal device. As shown in FIG. 2, the method includes the following steps. Figure 4 The method can be applied to a terminal device (for example, a mobile phone 102 as shown in FIG. 1) that can present a graphical user interface. The graphical user interface is provided by the first terminal device. The game scene of the game includes at least a first virtual character controlled by the first terminal device and at least a second virtual object controlled by a second terminal device. As shown in FIG. 2, the method includes the following steps. The method can be applied to a terminal device (for example, a mobile phone 102 as shown in FIG. 1) that can present a graphical user interface. The graphical user interface is provided by the first terminal device. The game scene of the game includes at least a first virtual character controlled by the first terminal device and at least a second virtual object controlled by a second terminal device. As shown in FIG. 2, the method includes the following steps.

[0052] The method can be applied to a terminal device (for example, a mobile phone 102 as shown in FIG. 1) that can present a graphical user interface. The graphical user interface is provided by the first terminal device. The game scene of the game includes at least a first virtual character controlled by the first terminal device and at least a second virtual object controlled by a second terminal device. As shown in FIG. 2, the method includes the following steps. The method can be applied to a terminal device (for example, a mobile phone 102 as shown in FIG. 1) that can present a graphical user interface. The graphical user interface is provided by the first terminal device. The game scene of the game includes at least a first virtual character controlled by the first terminal device and at least a second virtual object controlled by a second terminal device. As shown in FIG. 2, the method includes the following steps.

[0053] The method can be applied to a terminal device (for example, a mobile phone 102 as shown in FIG. 1) that can present a graphical user interface. The graphical user interface is provided by the first terminal device. The game scene of the game includes at least a first virtual character controlled by the first terminal device and at least a second virtual object controlled by a second terminal device. As shown in FIG. 2, the method includes the following steps. The method can be applied to a terminal device (for example, a mobile phone 102 as shown in FIG. 1) that can present a graphical user interface. The graphical user interface is provided by the first terminal device. The game scene of the game includes at least a first virtual character controlled by the first terminal device and at least a second virtual object controlled by a second terminal device. As shown in FIG. 2, the method includes the following steps.

[0054] The method can be applied to a terminal device (for example, a mobile phone 102 as shown in FIG. 1) that can present a graphical user interface. The graphical user interface is provided by the first terminal device. The game scene of the game includes at least a first virtual character controlled by the first terminal device and at least a second virtual object controlled by a second terminal device. As shown in FIG. 2, the method includes the following steps. The method can be applied to a terminal device (for example, a mobile phone 102 as shown in FIG. 1) that can present a graphical user interface. The graphical user interface is provided by the first terminal device. The game scene of the game includes at least a first virtual character controlled by the first terminal device and at least a second virtual object controlled by a second terminal device. As shown in FIG. 2, the method includes the following steps.

[0055] The method can be applied to a terminal device (for example, a mobile phone 102 as shown in FIG. 1) that can present a graphical user interface. The graphical user interface is provided by the first terminal device. The game scene of the game includes at least a first virtual character controlled by the first terminal device and at least a second virtual object controlled by a second terminal device. As shown in FIG. 2, the method includes the following steps. The method can be applied to a terminal device (for example, a mobile phone 102 as shown in FIG. 1) that can present a graphical user interface. The graphical user interface is provided by the first terminal device. The game scene of the game includes at least a first virtual character controlled by the first terminal device and at least a second virtual object controlled by a second terminal device. As shown in FIG. 2, the method includes the following steps.

[0056] The method can be applied to a terminal device (for example, a mobile phone 102 as shown in FIG. 1) that can present a graphical user interface. The graphical user interface is provided by the first terminal device. The game scene of the game includes at least a first virtual character controlled by the first terminal device and at least a second virtual object controlled by a second terminal device. As shown in FIG. 2, the method includes the following steps. The method can be applied to a terminal device (for example, a mobile phone 102 as shown in FIG. 1) that can present a graphical user interface. The graphical user interface is provided by the first terminal device. The game scene of the game includes at least a first virtual character controlled by the first terminal device and at least a second virtual object controlled by a second terminal device. As shown in FIG. 2, the method includes the following steps.

[0057] Optionally, the specified positions for performing each game task can be prompted in the scene map, so that the player can quickly find the specified positions for performing each game task by using the mini-map. In actual applications, the object position identifier can be any form of identifier such as a letter, a number, a pattern, and the like. For example, as shown in Figure 5 all the cracking points "A", "B", "C", "D", and "E" are displayed in the mini-map 501 corresponding to the game scene, and the specified positions for performing each game task correspond to different locations in the mini-map.

[0058] For example, the code of all the cracking points (the object position identifier corresponding to the game task) is displayed in the mini-map on the left side of the interface, so that the player can quickly find the cracking points by using the mini-map even if the player is not familiar with the layout of the level, thereby reducing the learning cost of a new player.

[0059] In step S420, the object state identifier corresponding to the target interactive object is displayed in the task area.

[0060] The object position identifier and the object state identifier correspond to each other. The changing manner of the object state identifier includes any one or more of the following: changing the color, changing the brightness, changing the transparency, changing the shape, and dynamically changing the effect.

[0061] The object state identifier can also be displayed in the task area, so as to correspond to the game task prompt in the map, and make it clearer for the player to view the information related to the game task. The object position identifier displayed in the scene map and the object state identifier displayed in the task area correspond to each other, and the task area is located in an area other than the scene map. For example, as shown in Figure 5 all the cracking points "A", "B", "C", "D", and "E" are displayed in the task area 502 and the mini-map 501 in the upper part of the graphical user interface, that is, the game tasks, and the cracking points display the unique code (the object state identifier corresponding to the game task) of the point one by one. The code (the object state identifier) of the point displayed in the task area can correspond to the code (the object position identifier) of the point displayed in the mini-map on the left side, so as to correspond to the object position identifier prompt in the scene map, and make it clearer for the player to view the information related to the game task.

[0062] In step S430, the first virtual role performs a target interactive behavior with the target interactive object located at the specified position in response to the control instruction for the first virtual role.

[0063] The interactive behavior in the embodiments of the present disclosure can be a behavior of multiple types with a continuous process, for example, cracking a code, obtaining a virtual object, rescuing a virtual role, operating a virtual switch, and the like game task. The embodiments of the present disclosure take the game task of cracking behavior as an example for illustration.

[0064] Step S440, determining a state parameter of the target interactive object according to the target interactive behavior.

[0065] The state parameter includes any one or more of the following: behavior not started, behavior executing, behavior completed, behavior execution progress, behavior execution stage, behavior execution interruption, behavior execution stop.

[0066] Step S450, changing the object state identifier corresponding to the target interactive object according to the state parameter, and displaying the updated object state identifier on the second terminal device corresponding to at least one second virtual object.

[0067] In an optional embodiment, when the object state of a target interactive object in the plurality of interactive objects changes, the server reads the behavior execution progress data of the target interactive object in real time, and the client refreshes the display form of the object state identifier corresponding to the target interactive object in the graphical user interface according to the progress data.

[0068] For example, when one of the plurality of passwords to be cracked has been cracked, the identification of the cracking position of the password is no longer displayed in the graphical user interface, i.e., the position identifier corresponding to the password that has been cracked is no longer displayed, so that the player does not need to pay attention to the game task that has been completed, i.e., the password that has been cracked.

[0069] In the embodiments of the present disclosure, the specified position of the target interactive object is prompted to the player, the state parameter of the target interactive object is determined according to the target interactive behavior performed by the target interactive object, and the object state identifier corresponding to the target interactive object on each terminal device is changed according to the state parameter, so that the specified position of the target interactive object that has not performed the target interactive behavior is more effectively prompted, the player can know the specified position of each target interactive object that really needs to perform the target interactive behavior, the situation of needing to change points again when the virtual character reaches the specified position and the target interactive behavior performed by the target interactive object has been completed or the target interactive behavior is being performed is avoided, the game experience of the player and the prompt efficiency of the interactive behavior and other game tasks are improved, and the technical problem of low prompt efficiency of game tasks is alleviated.

[0070] The above steps are described in detail below.

[0071] In some embodiments, the location markers corresponding to game tasks can also synchronously display the changes in various execution states of the game tasks, such as the real-time synchronization of the decoding progress of decoding points. By displaying the location markers corresponding to game tasks and clarifying the execution status of each game task, players can make more strategic choices in advance for each game task before heading to the corresponding designated location, preventing situations where players run into empty locations due to unclear decoding point status, and increasing the effectiveness of players controlling the behavior of virtual characters.

[0072] The execution status of a game task can include any one or more of the following: not started, in progress, completed, progress, and stage. For example, the password cracking status can include not started, cracking in progress, cracking progress, and completed, etc.

[0073] As an example, step S450 above may include the following steps:

[0074] Step c) Based on the behavior execution progress of the target interactive object, change the object status identifier corresponding to the target interactive object, and display the updated behavior execution progress at the object status identifier on the second terminal device corresponding to at least one second virtual object.

[0075] For example, such as Figure 6 As shown, the decoding progress (execution progress) of the third decoding point, namely decoding point [C], is indicated by a circular progress bar of 601. No progress bars are displayed for decoding points [A], [B], [D], and [E], indicating that the decoding progress of these decoding points is 0.

[0076] In practical applications, changes in the execution status of game tasks can be represented using special display methods. For example, progress bars of different statuses can be used to indicate different progress states such as task execution stopped, task execution interrupted, task execution rewinding, and the password submission stage during task execution.

[0077] For example, when detecting that the cracking point is being cracked, the display state of the progress bar is updated to green with a rotating state with a directional arrow. For another example, when detecting that the cracking of the cracking point is stopped, the progress bar is displayed in a static state. For yet another example, when the cracking is suddenly interrupted, the progress is displayed in red during the reverse process due to the special reverse mechanism of the game, and the dark red part in the red represents the progress deducted over time if the cracking is not continued. For example, in the case of interruption of the cracking, the cracker moves out of the cracking range, and the increase of the progress bar is stopped; in the case of cracking stop, the progress bar is static. For example, 33%, 66% are saved nodes. If the cracking progress is interrupted when it is less than 33%, the progress bar will drop to 0% within a certain time; if the cracking progress is interrupted when it is greater than 33% and less than 66%, the progress bar will drop to 33% within a certain time; if the cracking progress is interrupted when it is greater than 66% and less than 100%, the progress bar will drop to 66% within a certain time.

[0078] For another example, as shown in Figure 7 When the cracking progress reaches 100%, a special mechanism of the game that requires going to a specific location to exchange a password can be set, and during the cracking completion and password exchange, the point information is replaced by a key 701, and the exchange of a password key represents the completion of a cracking target.

[0079] The display color and / or display shape of the position identifier corresponding to a certain game task are changed to indicate the change of the execution progress of the certain game task, so as to enhance the state feedback of the task execution by using special colors, shapes and dynamic effects, such as the state feedback of the cracking point.

[0080] As another example, the above step S450 can include the following steps:

[0081] Step d), if the state parameter indicates that the target interaction behavior corresponding to the target interaction object is executed, the object state identifier corresponding to the target interaction object is cancelled, and the object state identifier corresponding to the second terminal device is cancelled.

[0082] For example, after the point information is replaced by the key, the exchange of a password key represents the completion of a cracking target, and all related identifiers of the game task, such as the position identifier and the object state identifier, can no longer be displayed in the graphical user interface.

[0083] For example, as shown in Figure 8 The point

C

[0084] In some embodiments, the game tasks can also be performed by a plurality of second virtual characters other than the first virtual character controlled by the player, and the system can also monitor the performance of the second virtual characters on the game tasks in real time to effectively and quickly monitor the changes in the execution state of the game tasks. In actual applications, the first virtual character controlled by the player can have at least one teammate, and the second virtual characters controlled by the teammates can also perform the game tasks corresponding to the first virtual character, that is, the game tasks in the embodiments of the present disclosure can be completed by a plurality of virtual characters in a team as team tasks.

[0085] In the embodiments of the present disclosure, the system can monitor the performance of the second virtual characters on the game tasks in real time, for example, starting to monitor when the second virtual characters start to perform the game tasks, starting to monitor when the second virtual characters arrive at the specified positions, and the like, so as to effectively and quickly monitor the changes in the execution state of the game tasks.

[0086] In some embodiments, the task content corresponding to each game task can also be displayed in the graphical user interface, for example, the position identifier and the task content are combined and displayed, so as to facilitate the player to directly view the task content to be performed. As an example, the method can further include the following steps:

[0087] Step f), displaying the content of the target interaction behavior corresponding to each target interaction object in the task area.

[0088] The content of the target interaction behavior is associated with the object state identifier. The position identifier can be greater than or equal to the task content, that is, the content of the target interaction behavior, for example, as shown in Figure 5 As shown in the figure, in the display form combining the deciphering points and the deciphering targets, the four cipher positions, that is, cipher position 503, cipher position 504, cipher position 505, and cipher position 506, represent the number of deciphering targets, and the initial state of the un-deciphered ones are all default state “-”, indicating that only the deciphering of the four ciphers can complete all the game task requirements. For the five deciphering points

A

B

C

D

E

[0089] In the embodiments of the present disclosure, the content of the target interaction behavior includes any one or more of the following: deciphering a cipher, obtaining a virtual object, rescuing a virtual character, and operating a virtual switch.

[0090] In actual applications, the display mode of the content of the target interaction behavior is the style of the target interaction object. For example, as shown in Figure 5As shown, the upper part of the user interface will decipher the target pattern into the style of the password board, helping the user understand the deciphering behavior and conforming to the user's psychological model.

[0091] The task content corresponding to each game task displayed through the graphical user interface can be displayed in combination with the position identifier, so that the player can directly view the task content of each game task to be executed and its corresponding position identifier, the task content and its corresponding position identifier can be corresponded, and the player can view and determine the game task to be executed.

[0092] Based on the above step f), the corresponding displayed game content can be refreshed when the game task is executed, so that the corresponding task execution result is displayed, and the prompt of the game task completion effect is more intuitive. As an example, the method can further include the following steps:

[0093] Step g), in response to the completion of the target interaction behavior corresponding to the target interaction object, updating the content of the target interaction behavior corresponding to the target interaction object in the task area to the execution result of the interaction behavior corresponding to the target interaction object.

[0094] In actual application, the task execution result corresponding to the content of the game task, i.e., the target interaction behavior, can be in the form of numbers, words, patterns, etc. For example, the decoding content represented by the password board used in the execution of the deciphering password is Figure 8 As shown, the display mechanism is that the four password positions represent the number of deciphering targets, all in the default initial state of " - " which is not deciphered. After completing one deciphering target each time, a number "8" is added from left to right, i.e., the initial state of " - " is replaced by a number representing the deciphered password from left to right.

[0095] By refreshing the task content to the task execution result after completing the task each time, i.e., refreshing the display to the task execution result corresponding to the game task, the prompt feedback of the game task completion effect is more intuitive and convenient for the player to observe.

[0096] Based on the above step g), the feedback prompt of the game task execution completion can also be displayed through a dynamic effect when the game task is executed, the visual feedback of the game task execution completion is strengthened, and the feedback prompt of the game task completion is more obvious and convenient for the player to observe. As an example, before updating the content of the target interaction behavior corresponding to the target interaction object in the task area to the execution result of the interaction behavior corresponding to the target interaction object in the above step g), the method can further include the following steps:

[0097] Step h), in response to the completion of the target interaction behavior corresponding to the target interaction object, displaying the association effect between the content of the target interaction behavior and the object state identifier according to a preset dynamic display effect.

[0098] For example, in the form of displaying the decipher point (position identifier) and the decipher target (content of the target interactive behavior) in combination, after completing the decipher target each time, the visual effect dynamically connected from the decipher point to the decipher target is played once, and the task completion result of the decipher target display is refreshed, thereby increasing the relevance of the decipher point and the decipher target, and strengthening the visual feedback of the state change of the decipher target.

[0099] Figure 9 A structural diagram of a task prompting device in a game is provided. The device can be applied to a terminal device; a graphical user interface is provided by a first terminal device, and a game scene of the game includes at least a first virtual character controlled by the first terminal device and at least one second virtual object controlled by a second terminal device. Figure 9 As shown in the figure, the task prompting device 900 in the game includes:

[0100] A display module 901 is configured to display a game scene, a scene map corresponding to the game scene, and a task area in the graphical user interface, wherein at least two specified positions in the game scene are respectively provided with target interactive objects; and object position identifiers of the corresponding target interactive objects are displayed at map positions corresponding to the specified positions in the scene map.

[0101] The display module is further configured to display object state identifiers corresponding to the target interactive objects in the task area, and the object position identifiers and the object state identifiers correspond to each other in a one-to-one manner.

[0102] A control module 902 is configured to control the first virtual character to perform a target interactive behavior with the target interactive object located at the specified position in response to a control instruction for the first virtual character.

[0103] A determination module 903 is configured to determine a state parameter of the target interactive object according to the target interactive behavior.

[0104] A change module 904 is configured to change the object state identifier corresponding to the target interactive object according to the state parameter, and display the updated object state identifier on a second terminal device corresponding to the at least one second virtual object.

[0105] By the above manner, the specified position of the target interactive object is prompted to the player, the state parameter of the target interactive object is determined according to the target interactive behavior performed with the target interactive object, and then the object state identifier corresponding to the target interactive object on each terminal device is changed according to the state parameter, and the specified position of the target interactive object which has not performed the target interactive behavior is more effectively prompted, so that the player can know the specified position of each target interactive object which really needs to perform the target interactive behavior, the situation that the target interactive behavior performed with the target interactive object is completed or the target interactive behavior is being performed when the virtual character reaches the specified position is avoided, the game experience of the player and the prompting efficiency of the interactive behavior and other game tasks are improved, and the technical problem that the prompting efficiency of the game task is low at present is alleviated.

[0106] In a feasible implementation, the state parameter includes any one or more of the following:

[0107] The behavior has not started to be performed, the behavior is being performed, the behavior has been performed, the behavior execution progress, the behavior execution stage, the behavior execution interruption, and the behavior execution stop.

[0108] In a feasible implementation, the changing manner of the object state identifier includes any one or more of the following:

[0109] Changing the color, changing the brightness, changing the transparency, changing the shape, and dynamically changing the effect.

[0110] In a feasible implementation, the changing module is specifically configured to:

[0111] According to the behavior execution progress of the target interactive object, the object state identifier corresponding to the target interactive object is changed, and the updated behavior execution progress is displayed at the object state identifier on the second terminal device corresponding to the at least one second virtual object.

[0112] In a feasible implementation, the changing module is specifically configured to:

[0113] If the state parameter indicates that the target interactive behavior corresponding to the target interactive object has been performed, the object state identifier corresponding to the target interactive object is canceled, and the object state identifier is canceled on the second terminal device corresponding to the at least one second virtual object.

[0114] In a feasible implementation, the display module is further configured to:

[0115] Display the content of the target interactive behavior corresponding to each target interactive object in the task area; and the content of the target interactive behavior and the object state identifier are associated.

[0116] In an implementable embodiment, the content of the target interaction behavior includes any one or more of the following:

[0117] Deciphering a code, obtaining a virtual object, rescuing a virtual character, operating a virtual switch.

[0118] In an implementable embodiment, the display mode of the content of the target interaction behavior is the style of the target interaction object.

[0119] In an implementable embodiment, the apparatus further includes:

[0120] an updating module configured to update the content of the target interaction behavior corresponding to the target interaction object in the task area to an execution result of the target interaction behavior corresponding to the target interaction object in response to completion of execution of the target interaction behavior corresponding to the target interaction object.

[0121] In an implementable embodiment, the display module is further configured to:

[0122] display an association effect between the content of the target interaction behavior and the object state identifier according to a preset dynamic display effect in response to completion of execution of the target interaction behavior corresponding to the target interaction object.

[0123] The prompting apparatus for a task in a game provided by the embodiments of the present disclosure has the same technical features as the prompting method for a task in a game provided by the above embodiments, and can solve the same technical problems and achieve the same technical effects.

[0124] Figure 10 A structural schematic diagram of an electronic device provided by an embodiment of the present disclosure is shown, which includes a processor 1001, a storage medium 1002, and a bus 1003. The storage medium 1002 stores machine-readable instructions executable by the processor 1001. When the electronic device runs a method 101010 as in an embodiment, the processor 1001 and the storage medium 1002 communicate through the bus 1003. The processor 1001 executes the machine-readable instructions, and the processor 1001 performs the preamble of the method item to perform the following steps:

[0125] display a game scene, a scene map corresponding to the game scene, and a task area in the graphical user interface, wherein at least two specified positions in the game scene are respectively provided with target interaction objects; and an object position identifier of a corresponding target interaction object is displayed at a map position corresponding to the specified position in the scene map;

[0126] display an object state identifier corresponding to the target interaction object in the task area, wherein the object position identifier and the object state identifier correspond to each other.

[0127] in response to the control instruction for the first virtual role, control the first virtual role to perform a target interaction behavior with a target interaction object located at the specified position;

[0128] determine a state parameter of the target interaction object according to the target interaction behavior;

[0129] change an object state identifier corresponding to the target interaction object according to the state parameter, and display the updated object state identifier on a second terminal device corresponding to the at least one second virtual object.

[0130] In a feasible implementation, the state parameter includes any one or more of the following:

[0131] behavior not started, behavior executing, behavior completed, behavior execution progress, behavior execution stage, behavior execution interruption, behavior execution stop.

[0132] In a feasible implementation, the change manner of the object state identifier includes any one or more of the following:

[0133] change color, change brightness, change transparency, change shape, dynamic change effect.

[0134] In a feasible implementation, when the processor changes the object state identifier corresponding to the target interaction object according to the state parameter, and displays the updated object state identifier on the second terminal device corresponding to the at least one second virtual object, the processor is specifically configured to:

[0135] change the object state identifier corresponding to the target interaction object according to the behavior execution progress of the target interaction object, and display the updated behavior execution progress at the object state identifier on the second terminal device corresponding to the at least one second virtual object.

[0136] In a feasible implementation, when the processor changes the object state identifier corresponding to the target interaction object according to the state parameter, and displays the updated object state identifier on the second terminal device corresponding to the at least one second virtual object, the processor is specifically configured to:

[0137] if the state parameter indicates that the target interaction behavior corresponding to the target interaction object is completed, cancel the display of the object state identifier corresponding to the target interaction object, and cancel the display of the object state identifier on the second terminal device corresponding to the at least one second virtual object.

[0138] In a feasible implementation, the processor is further configured to:

[0139] displaying, in the task area, content of a target interaction behavior corresponding to each of the target interaction objects; wherein the content of the target interaction behavior and the object state identifier are associated.

[0140] In an implementable embodiment, the content of the target interaction behavior includes any one or more of the following:

[0141] deciphering a code, obtaining a virtual object, rescuing a virtual character, operating a virtual switch.

[0142] In an implementable embodiment, the display mode of the content of the target interaction behavior is a style of the target interaction object.

[0143] In an implementable embodiment, the processor is further configured to:

[0144] in response to completion of the target interaction behavior corresponding to the target interaction object, updating the content of the target interaction behavior corresponding to the target interaction object in the task area to an execution result of the target interaction behavior corresponding to the target interaction object.

[0145] In an implementable embodiment, before the content of the target interaction behavior corresponding to the target interaction object in the task area is updated to the execution result of the target interaction behavior corresponding to the target interaction object, the processor is further configured to:

[0146] in response to completion of the target interaction behavior corresponding to the target interaction object, displaying, according to a preset dynamic display effect, an association effect between the content of the target interaction behavior and the object state identifier.

[0147] In this way, the specified position of the target interaction object is prompted to the player, and the state parameter of the target interaction object is determined according to the execution of the target interaction behavior by the target interaction object, and then the object state identifier corresponding to the target interaction object on each terminal device is changed according to the state parameter, and the specified position of the target interaction object which has not executed the target interaction behavior is more effectively prompted, so that the player can know the specified position of each target interaction object which really needs to execute the target interaction behavior, and the situation that the target interaction behavior executed by the target interaction object when the virtual character reaches the specified position has been completed or the target interaction behavior is being executed and needs to be changed again is avoided, the game experience of the player and the prompt efficiency of the interaction behavior game task are improved, and the technical problem of low prompt efficiency of the game task is alleviated.

[0148] In practical applications, the memory 1001 can contain a high-speed random access memory (RAM) and can also include a non-volatile memory, such as at least one disk memory. The communication connection between the system network element and at least one other network element can be realized through at least one communication interface 1004 (which can be wired or wireless), and the Internet, a wide area network, a local area network, a metropolitan area network, etc. can be used.

[0149] The bus 1003 can be an ISA bus, a PCI bus, an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 10 Only one bidirectional arrow is used in the figure to represent the bus, but it does not mean that there is only one bus or only one type of bus.

[0150] The memory 1001 is configured to store a program, and the processor 1002 executes the program after receiving an execution instruction. The method performed by the device defined by the process disclosed in any embodiment of the present disclosure can be applied to the processor 1002 or implemented by the processor 1002.

[0151] The processor 1002 can be an integrated circuit chip with a processing capability of signals. In the implementation process, each step of the above method can be completed by the integrated logic circuit of hardware in the processor 1002 or the instruction in the form of software. The processor 1002 described above can be a general processor, including a central processing unit (CPU), a network processor (NP), etc.; can also be a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. Each method, step and logic block diagram disclosed in the embodiment of the present disclosure can be implemented or executed. The general processor can be a microprocessor or the processor can also be any conventional processor. The steps of the method disclosed in combination with the embodiment of the present disclosure can be directly embodied as a hardware code processor for execution, or a combination of hardware and software modules in the code processor for execution. The software module can be located in a random access memory, a flash memory, a read-only memory, a programmable read-only memory or an electrically erasable programmable memory, a register or other mature storage medium in the art. The storage medium is located in the storage 1001, and the processor 1002 reads the information in the storage 1001 and combines the hardware to complete the steps of the above method.

[0152] The embodiment of the present disclosure further provides a computer readable storage medium, and the computer readable storage medium stores a computer program. When the computer program is run by a processor, the processor executes the following steps:

[0153] The game scene, the scene map corresponding to the game scene, and the task area are displayed in the graphical user interface, wherein at least two specified positions in the game scene are respectively provided with target interactive objects; and object position identifiers of the corresponding target interactive objects are displayed at map positions corresponding to the specified positions in the scene map.

[0154] The object state identifiers corresponding to the target interactive objects are displayed in the task area, and the object position identifiers and the object state identifiers correspond to each other in one-to-one manner.

[0155] In response to the control instruction for the first virtual role, the first virtual role is controlled to perform a target interactive behavior with the target interactive object located at the specified position.

[0156] determining a state parameter of the target interactive object according to the target interactive behavior;

[0157] changing an object state identifier corresponding to the target interactive object according to the state parameter, and displaying the updated object state identifier on a second terminal device corresponding to the at least one second virtual object.

[0158] In a feasible implementation, the state parameter includes any one or more of the following:

[0159] behavior not started, behavior in execution, behavior completed, behavior execution progress, behavior execution stage, behavior execution interruption, behavior execution stop.

[0160] In a feasible implementation, the changing manner of the object state identifier includes any one or more of the following:

[0161] changing color, changing brightness, changing transparency, changing shape, dynamic changing effect.

[0162] In a feasible implementation, when the processor changes the object state identifier corresponding to the target interactive object according to the state parameter, and displays the updated object state identifier on the second terminal device corresponding to the at least one second virtual object, the processor is specifically configured to:

[0163] changing the object state identifier corresponding to the target interactive object according to the behavior execution progress of the target interactive object, and displaying the updated behavior execution progress at the object state identifier on the second terminal device corresponding to the at least one second virtual object.

[0164] In a feasible implementation, when the processor changes the object state identifier corresponding to the target interactive object according to the state parameter, and displays the updated object state identifier on the second terminal device corresponding to the at least one second virtual object, the processor is specifically configured to:

[0165] if the state parameter indicates that the target interactive object corresponding target interactive behavior is completed, canceling displaying the object state identifier corresponding to the target interactive object, and canceling displaying the object state identifier on the second terminal device corresponding to the at least one second virtual object.

[0166] In a feasible implementation, the processor is further configured to:

[0167] displaying content of the target interactive behavior corresponding to each target interactive object in the task area; wherein the content of the target interactive behavior and the object state identifier are associated.

[0168] In an implementation, the content of the target interaction behavior includes any one or more of the following:

[0169] Deciphering a code, obtaining a virtual object, rescuing a virtual character, operating a virtual switch.

[0170] In an implementation, the display mode of the content of the target interaction behavior is a style of the target interaction object.

[0171] In an implementation, the processor is further configured to:

[0172] In response to completion of the target interaction behavior corresponding to the target interaction object, the content of the target interaction behavior corresponding to the target interaction object in the task area is updated to an execution result of the target interaction behavior corresponding to the target interaction object.

[0173] In an implementation, before the content of the target interaction behavior corresponding to the target interaction object in the task area is updated to the execution result of the target interaction behavior corresponding to the target interaction object, the processor is further configured to:

[0174] In response to completion of the target interaction behavior corresponding to the target interaction object, an association effect between the content of the target interaction behavior and the object state identifier is displayed according to a preset dynamic display effect.

[0175] In this way, the specified position of the target interaction object is prompted to the player, and the state parameter of the target interaction object is determined according to the execution of the target interaction behavior on the target interaction object, and then the object state identifier corresponding to the target interaction object on each terminal device is changed according to the state parameter, and then the specified position of the target interaction object that has not executed the target interaction behavior is more effectively prompted, so that the player can know the specified position of each target interaction object that really needs to go to execute the target interaction behavior, avoiding the situation that the target interaction behavior executed by the target interaction object when the virtual character reaches the specified position has been completed or the target interaction behavior is being executed, and the player needs to change the point again, improving the game experience of the player and the prompt efficiency of the interaction behavior and other game tasks, and relieving the technical problem that the prompt efficiency of the game task is low.

[0176] In the embodiments of the present disclosure, the computer program, when executed by the processor, can also execute other machine-readable instructions to perform the methods described in other embodiments. For specific method steps and principles, refer to the description of the embodiments, which will not be described in detail here.

[0177] In the embodiments of the present disclosure, it should be understood that the disclosed apparatus and method can be implemented in other manners. The embodiments described above are merely exemplary, for example, the division of the units is only a logical function division, and there can be another division manner in actual implementation; for example, a plurality of units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the displayed or discussed mutual couplings or direct couplings or communication connections can be indirect couplings or communication connections through some interfaces, devices or units, and can be in electrical, mechanical or other forms.

[0178] For another example, the flowcharts and block diagrams in the drawings show the possible implementation architectures, functions and operations of the apparatus, method and computer program product according to the embodiments of the present disclosure. In this regard, each block in the flowcharts or block diagrams can represent a module, a program segment or a part of code, which contains one or more executable instructions for implementing the specified logical function. It should also be noted that in some alternative implementations, the functions noted in the blocks can occur in different orders from that shown in the drawings. For example, two consecutive blocks can actually be executed substantially in parallel, and sometimes they can be executed in reverse order, depending on the functions involved. It should also be noted that each block in the block diagrams and / or flowcharts, and the combination of blocks in the block diagrams and / or flowcharts, can be implemented by a dedicated hardware-based system for performing the specified functions or actions, or can be implemented by a combination of dedicated hardware and computer instructions.

[0179] The units described as separate components can or can not be physically separate, and the components shown as units can or can not be physical units, i.e. they can be located in one place or distributed on multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the present embodiment.

[0180] In addition, each functional unit in the embodiments provided by the present disclosure can be integrated into one processing unit, or each unit can exist physically as a separate unit, or two or more units can be integrated into one unit.

[0181] If the functions are implemented in the form of software function units and sold or used as independent products, they can be stored in a computer readable storage medium. Based on this understanding, the technical solutions of the present disclosure can be embodied in the form of a software product, which is stored in a storage medium and includes a number of instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the prompt method for the task in the game described in various embodiments of the present disclosure. The foregoing storage medium includes: a U disk, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, and various media that can store program codes.

[0182] It should be noted that similar reference numbers and letters represent similar items in the following drawings, so once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description, and cannot be understood as indicating or implying relative importance.

[0183] Finally, it should be noted that the above-described embodiments are only specific implementations of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, but not to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can make modifications or easily think of changes to the technical solutions described in the foregoing embodiments, or make equivalent replacements to some technical features thereof, within the technical scope disclosed by the present disclosure. These modifications, changes or replacements do not cause the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of the present disclosure. They should all be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.

Claims

1. A method of prompting a task in a game, characterized by, The method comprises the following steps: Displaying a game scene, a scene map corresponding to the game scene, and a task area in the graphical user interface, wherein at least two specified positions in the game scene are respectively provided with target interactive objects; and object position marks of the corresponding target interactive objects are displayed at map positions corresponding to the specified positions in the scene map; Displaying object state marks corresponding to the target interactive objects in the task area, wherein the object position marks in the scene map and the object state marks in the task area are in correspondence with each other; In response to a control instruction for the first virtual character, controlling the first virtual character to perform a target interactive action with the target interactive object located at the specified position; Determining a state parameter of the target interactive object according to the target interactive action, wherein the state parameter comprises at least one of the following: behavior not started, behavior execution process, behavior execution completion, behavior execution progress, behavior execution stage, behavior execution interruption, and behavior execution stop; According to the state parameter, changing the object state mark corresponding to the target interactive object, and displaying the updated object state mark on the second terminal device corresponding to the at least one second virtual object.

2. The method of claim 1, wherein, The changing mode of the object state mark comprises at least one of the following: changing color, changing brightness, changing transparency, changing shape, and dynamic changing effect.

3. The method of claim 1, wherein, According to the state parameter, changing the object state mark corresponding to the target interactive object, and displaying the updated object state mark on the second terminal device corresponding to the at least one second virtual object, comprises: According to the behavior execution progress of the target interactive object, changing the object state mark corresponding to the target interactive object, and displaying the updated behavior execution progress at the object state mark on the second terminal device corresponding to the at least one second virtual object.

4. The method of claim 1, wherein, According to the state parameter, changing the object state mark corresponding to the target interactive object, and displaying the updated object state mark on the second terminal device corresponding to the at least one second virtual object, comprises: If the state parameter indicates that the target interactive action corresponding to the target interactive object is completed, canceling the display of the object state mark corresponding to the target interactive object, and canceling the display of the object state mark on the second terminal device corresponding to the at least one second virtual object.

5. The method of claim 1, wherein, Further comprising: Displaying the content of the target interactive action corresponding to each target interactive object in the task area, wherein the content of the target interactive action and the object state mark are associated with each other.

6. The method of claim 5, wherein, The content of the target interactive action comprises at least one of the following: deciphering a code, obtaining a virtual object, rescuing a virtual character, and operating a virtual switch.

7. The method of claim 5, wherein, The display mode of the content of the target interactive action is the style of the target interactive object.

8. The method of claim 5, wherein, Further comprising: In response to completion of the target interactive behavior corresponding to the target interactive object, the content of the target interactive behavior corresponding to the target interactive object in the task area is updated to an execution result of the target interactive behavior corresponding to the target interactive object.

9. The method of claim 8, wherein, Before the content of the target interactive behavior corresponding to the target interactive object in the task area is updated to the execution result of the target interactive behavior corresponding to the target interactive object, the method further includes: In response to completion of the target interactive behavior corresponding to the target interactive object, the content of the target interactive behavior and the association effect between the object state identifier are displayed according to a preset dynamic display effect.

10. A task prompting device in a game, characterized in that, A graphical user interface is provided by a first terminal device, and the game scene of the game includes at least a first virtual character controlled by the first terminal device and at least one second virtual object controlled by a second terminal device. A display module is configured to display a game scene, a scene map corresponding to the game scene, and a task area in the graphical user interface, wherein at least two specified positions in the game scene are respectively provided with target interactive objects, and an object position identifier of the corresponding target interactive object is displayed at a map position corresponding to the specified position in the scene map. The display module is further configured to display an object state identifier corresponding to the target interactive object in the task area, and the object position identifier in the scene map and the object state identifier in the task area correspond to each other. A control module is configured to control the first virtual character to perform a target interactive behavior with the target interactive object located at the specified position in response to a control instruction for the first virtual character. A determination module is configured to determine a state parameter of the target interactive object according to the target interactive behavior, wherein the state parameter includes at least one of the following: behavior not started, behavior execution process, behavior execution completion, behavior execution progress, behavior execution stage, behavior execution interruption, and behavior execution stop. A change module is configured to change an object state identifier corresponding to the target interactive object according to the state parameter, and display the updated object state identifier on a second terminal device corresponding to the at least one second virtual object.

11. An electronic terminal comprising a memory, a processor, said memory having stored therein a computer program executable on said processor, characterized in that, The processor executes the computer program to implement the steps of the method of any one of claims 1 to 9.

12. A computer-readable storage medium, characterized in that, The computer readable storage medium stores computer executable instructions, and the computer executable instructions, when invoked and executed by the processor, cause the processor to execute the method of any one of claims 1 to 9.

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