Game processing methods, devices, electronic devices and computer-readable media

By removing target sub-tiles and adjusting item spawn locations in multiplayer battle royale games, the issue of slow game progress has been resolved, improving game efficiency and player experience.

CN116510289BActive Publication Date: 2026-05-26NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2023-04-26
Publication Date
2026-05-26

AI Technical Summary

Technical Problem

In multiplayer battle games, the large game area can cause slow game progress and excessive game time, thus reducing the player's gaming experience.

Method used

By demolishing target sub-plots in the game scene according to the game progress, adjusting the spawn locations of game items and the character's spawn area, the game character can be controlled to quickly acquire items and land on the remaining sub-plots.

Benefits of technology

Effective control of game progress improves player efficiency and gaming experience, while shortening game time.

✦ Generated by Eureka AI based on patent content.

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Abstract

This disclosure relates to a game processing method, apparatus, electronic device, and computer-readable medium, belonging to the field of game technology. The method includes: controlling the demolition of target sub-tiles according to the game progress; determining the item generation location of game items based on the currently remaining sub-tiles in the scene, and displaying the game items at the item generation location; determining the current spawn area based on the currently remaining sub-tiles when the target game character spawns or respawns, and displaying the target game character in the current spawn area; responding to control operations on the target game character, controlling the target character to land on the currently remaining sub-tiles; and responding to item pickup operations, configuring corresponding game skills for the target game character. This disclosure, by controlling the demolition of some sub-tiles during game progress, can gradually reduce the game area and spawn area, facilitating game progress control and improving user operational efficiency and gaming experience.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and more specifically, to a game processing method, a game processing device, an electronic device, and a computer-readable medium. Background Technology

[0002] In multiplayer battle royale games, players control their characters to use certain skills to attack each other, eliminating other characters in the game environment and achieving final victory.

[0003] However, in these types of games, the overall game progress may be slow due to the large game scene area, resulting in excessively long game time and a prolonged game that cannot be ended, thus reducing the player's gaming experience.

[0004] Therefore, there is an urgent need in this field for a game processing method that can effectively control game progress and improve user operation efficiency and gaming experience.

[0005] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention

[0006] The purpose of this disclosure is to provide a game processing method, game processing device, electronic device, and computer-readable medium, which can at least to some extent effectively control the game progress and improve the user's operating efficiency and gaming experience.

[0007] According to a first aspect of this disclosure, a game processing method is provided, comprising providing a graphical user interface via a terminal device, the graphical user interface including at least a portion of a game scene and one or more game characters located in the game scene, the one or more game characters including at least one target game character controlled by the terminal device; the game processing method includes:

[0008] Based on the game progress, a target sub-plot is determined from the scene plots in the game scene, and the demolition of the target sub-plot is controlled. The scene plot is configured as a virtual model in the game scene for the game character to move. The scene plot consists of multiple sub-plots, and the target sub-plot is at least one of the multiple sub-plots.

[0009] The item generation location for the game item is determined based on the currently remaining sub-plots in the scene plot, and the game item is displayed at the item generation location. The currently remaining sub-plots in the scene plot are the sub-plots remaining after removing the target sub-plot from the multiple sub-plots that constitute the scene plot.

[0010] When the target game character is spawned or resurrected, the current spawn area is determined based on the currently remaining sub-tiles, and the target game character is displayed in the current spawn area, wherein the current spawn area is located above the currently remaining sub-tiles;

[0011] In response to a control operation targeting the target game character, control the target character to land on the currently remaining sub-plot;

[0012] In response to a pick-up operation for the game item, the system configures the corresponding game skill for the target game character based on the target game item corresponding to the pick-up operation.

[0013] According to a second aspect of this disclosure, a game processing apparatus is provided, which provides a graphical user interface via a terminal device, the graphical user interface including at least a portion of a game scene and one or more game characters located in the game scene, the one or more game characters including at least one target game character controlled by the terminal device; the game processing apparatus includes:

[0014] The target plot demolition module is used to determine a target sub-plot from the scene plots in the game scene according to the game progress, and control the demolition of the target sub-plot. The scene plot is configured as a virtual model in the game scene for the game character to move. The scene plot is composed of multiple sub-plots, and the target sub-plot is at least one of the multiple sub-plots.

[0015] The game prop display module is used to determine the prop generation location for generating game props based on the currently remaining sub-plots in the scene plot, and to display the game props at the prop generation location. The currently remaining sub-plots in the scene plot are the sub-plots remaining after removing the target sub-plot from the multiple sub-plots constituting the scene plot.

[0016] The spawn area determination module is used to determine the current spawn area based on the currently remaining sub-plots when the target game character spawns or respawns, and to display the target game character in the current spawn area, wherein the current spawn area is located above the currently remaining sub-plots;

[0017] The character landing control module is used to respond to control operations on the target game character and control the target character to land on the currently remaining sub-plot;

[0018] The game skill configuration module is used to respond to the pick-up operation of the game item and configure the corresponding game skill for the target game character according to the target game item corresponding to the pick-up operation.

[0019] According to a third aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the game processing method described in any of the preceding claims by executing the executable instructions.

[0020] According to a fourth aspect of this disclosure, a computer-readable medium is provided having a computer program stored thereon, which, when executed by a processor, implements the game processing method described in any of the preceding claims.

[0021] The exemplary embodiments disclosed herein can have the following beneficial effects:

[0022] In the game processing method of this exemplary embodiment, a target sub-plot is determined from the scene tiles in the game scene according to the game progress, and the target sub-plot is controlled to be demolished. Then, the generation location of game props is determined according to the remaining sub-plots in the scene tiles. Thus, the current spawn area is determined according to the currently remaining sub-plots, and the target character after spawning or respawning is controlled to land on the currently remaining sub-plot and pick up the game props placed on the currently remaining sub-plot. The game processing method of this exemplary embodiment, by controlling the demolition of some sub-plots during the game, gradually reduces the size of the game area and the size of the spawn or respawn area, making it easier to control the game character to land quickly after respawning and quickly obtain game props on the remaining sub-plots, thereby effectively controlling the game progress, improving the user's operating efficiency and game experience.

[0023] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description

[0024] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.

[0025] Figure 1 A schematic diagram of an exemplary system architecture for a game processing method and apparatus to which embodiments of the present disclosure can be applied is shown;

[0026] Figure 2 A flowchart illustrating a game processing method according to an exemplary embodiment of this disclosure is shown;

[0027] Figure 3 A schematic diagram of a game scene according to a specific embodiment of the present disclosure is shown;

[0028] Figure 4 A schematic diagram of a scene plot according to a specific embodiment of the present disclosure is shown;

[0029] Figure 5 A schematic diagram illustrating the process of controlling the demolition of a target sub-plot according to the game progress in an exemplary embodiment of this disclosure is shown;

[0030] Figure 6 A schematic diagram illustrating the process of controlling the demolition of a target sub-plot based on configuration information according to an exemplary embodiment of this disclosure is shown.

[0031] Figure 7 A schematic flowchart illustrating the interaction between shooting vehicles in an exemplary embodiment of this disclosure is shown;

[0032] Figure 8 A schematic diagram of the interactive control interface of a firing vehicle according to a specific embodiment of the present disclosure is shown.

[0033] Figure 9 A block diagram of a game processing apparatus according to an exemplary embodiment of the present disclosure is shown;

[0034] Figure 10 A schematic diagram of the structure of a computer system suitable for implementing the embodiments of the present disclosure is shown. Detailed Implementation

[0035] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of the example embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more of the specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.

[0036] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.

[0037] Figure 1 A schematic diagram of a system architecture for an exemplary application environment in which a game processing method and apparatus according to embodiments of the present disclosure can be applied is shown.

[0038] like Figure 1 As shown, system architecture 100 may include multiple terminal devices 101, 102, and 103, a network 104, and a server 105. Network 104 serves as a medium for providing communication links between terminal devices 101, 102, and 103 and server 105. Network 104 may include various connection types, such as wireless communication links.

[0039] It should be understood that Figure 1 The number of terminal devices, networks, and servers shown is merely illustrative. Depending on implementation needs, there can be any number of terminal devices, networks, and servers. For example, server 105 could be a server cluster composed of multiple servers.

[0040] Terminal devices 101, 102, and 103 can be various electronic devices with processors, including but not limited to smartphones, tablets, laptops, etc. Server 105 can be a server providing various services. For example, server 105 can determine a target sub-plot from the scene tiles in the game scene according to the game progress, control the demolition of the target sub-plot, and determine the item spawn location for generating game items based on the currently remaining sub-plots in the scene. Terminal devices 101, 102, and 103 can display the game items at the item spawn location through the processor. Server 105 can also determine the current spawn area based on the currently remaining sub-plots when the target game character spawns or respawns. Terminal devices 101, 102, and 103 can display the target game character in the current spawn area through the processor. In addition, terminal devices 101, 102, and 103 can also respond to control operations for the target game character through the processor, control the target character to land on the currently remaining sub-plot, and respond to pick-up operations for game items, configuring the corresponding game skills for the target game character based on the target game item corresponding to the pick-up operation.

[0041] In one embodiment of this disclosure, the game processing method can run on a local terminal device or a server. When the game processing method runs on a 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.

[0042] 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 game processing methods 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.

[0043] 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.

[0044] In one possible implementation, this disclosure provides a game processing method that provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0045] This example implementation provides a game processing method that provides a graphical user interface (GUI) via a terminal device. The GUI includes at least a portion of a game scene and one or more game characters located within the game scene. The one or more game characters include at least one target game character controlled by the terminal device. (See reference...) Figure 2 As shown, the above game processing method may include the following steps:

[0046] Step S210. Determine the target sub-plot from the scene plots in the game scene according to the game progress, and control the demolition of the target sub-plot.

[0047] The scene plot configuration is a virtual model in the game scene for the game character to move around. The scene plot consists of multiple sub-plots, and the target sub-plot is at least one of the multiple sub-plots.

[0048] Step S220. Determine the item generation location for the game item based on the remaining sub-plots in the scene, and display the game item at the item generation location.

[0049] Among them, the remaining sub-plots in the scene plot are the sub-plots remaining after removing the target sub-plot from the multiple sub-plots that make up the scene plot.

[0050] Step S230. When the target game character is born or revived, determine the current spawn area based on the remaining sub-tiles and display the target game character in the current spawn area.

[0051] The current birth area is located above the remaining sub-plots.

[0052] Step S240. Respond to the control operation for the target game character and control the target character to land on the currently remaining sub-plot.

[0053] Step S250. Respond to the pick-up operation for a game item, and configure the corresponding game skill for the target game character based on the target game item corresponding to the pick-up operation.

[0054] In the game processing method of this exemplary embodiment, a target sub-plot is determined from the scene tiles in the game scene according to the game progress, and the target sub-plot is controlled to be demolished. Then, the generation location of game props is determined according to the remaining sub-plots in the scene tiles. Thus, the current spawn area is determined according to the currently remaining sub-plots, and the target character after spawning or respawning is controlled to land on the currently remaining sub-plot and pick up the game props placed on the currently remaining sub-plot. The game processing method of this exemplary embodiment, by controlling the demolition of some sub-plots during the game, gradually reduces the size of the game area and the size of the spawn or respawn area, making it easier to control the game character to land quickly after respawning and quickly obtain game props on the remaining sub-plots, thereby effectively controlling the game progress, improving the user's operating efficiency and game experience.

[0055] Below, in conjunction with Figures 3 to 8 The steps described above in this example implementation will be explained in more detail.

[0056] In step S210, a target sub-plot is determined from the scene plots in the game scene according to the game progress, and the target sub-plot is demolished.

[0057] In this example implementation, the scene plot is configured as a virtual model within the game scene for the game character to move around. The scene plot consists of multiple sub-plots, and the target sub-plot is at least one of these sub-plots. In addition to the scene plots, the game scene also includes a water surface area, with the scene plots covering the water surface area. After the target sub-plot is demolished, the portion of the water surface area beneath the target sub-plot is displayed.

[0058] Figure 3 The illustration shows a game scene diagram according to a specific embodiment of the present disclosure. Scene plot 301 covers water area 302. Scene plot 301 consists of 9 sub-plots. Adjacent sub-plots are connected by bridges. Players can control game characters to move freely on each sub-plot.

[0059] In this example implementation, when the game character comes into contact with the water surface, the game character is controlled to die, and the corresponding number of resurrections for the game character is deducted.

[0060] In this game, a character's death upon contact with water can generally be categorized into two scenarios: First, after destroying a target sub-tile, the character on that tile falls into the water below it, resulting in death. Second, the character is attacked by other characters or moves outside the area covered by the target tile, falling into the water next to it and dying upon contact with the water. Each death deducts one of the character's resurrection attempts. Once all resurrection attempts have been deducted, the character is eliminated from the game.

[0061] In this example implementation, the scene plot may include a central sub-plot, which is the last sub-plot to be demolished among all the sub-plots of the scene plot. Figure 4 A schematic diagram of a scene plot according to a specific embodiment of this disclosure is shown. For example... Figure 4 As shown, at the start of the game, there are 9 sub-plots in the scene. As time progresses, the sub-plots will be gradually demolished, for example, two sub-plots will be demolished every certain period of time, and the central sub-plot will be demolished last. The central sub-plot is generally located in the middle of all the sub-plots, such as the location of sub-plot 5, but it can also be set in other locations as needed. This example implementation does not impose any specific limitations.

[0062] In this example implementation, such as Figure 5As shown, the process involves determining a target sub-plot from the scene tiles in the game scene based on the game progress, and controlling the demolition of the target sub-plot. This can specifically include the following steps:

[0063] Step S510. Divide the sub-plots in the scene plot into a first sub-plot set and a second sub-plot set, wherein the first sub-plot set includes the central sub-plot, and the second sub-plot set includes other sub-plots besides the central sub-plot.

[0064] Since the central sub-plot is the last sub-plot to be demolished among all the sub-plots of the scene plot, the sub-plots in the scene plot can be divided into a first set of sub-plots and a second set of sub-plots. The first set of sub-plots includes only the central sub-plot, while the second set of sub-plots includes all other sub-plots except the central sub-plot.

[0065] Step S520. When the second sub-plot set is not empty, determine the target sub-plot from the second sub-plot set according to the game progress, and control the demolition of the target sub-plot.

[0066] When controlling the demolition of a target sub-plot, the target sub-plot is first determined from the second set of sub-plots, and the demolition of the target sub-plot is controlled, that is, the other sub-plots in the second set of sub-plots, excluding the central sub-plot, are demolished first.

[0067] Step S530. After all the sub-plots in the second sub-plot set have been demolished, the central sub-plot of the first sub-plot set is demolished according to the game progress control.

[0068] After all the sub-plots in the second sub-plot set have been demolished, only one central sub-plot remains in the scene. At this point, the central sub-plot is demolished last.

[0069] In this example implementation, the timing and number of sub-plots to be demolished can also be controlled based on pre-set demolition configuration information, such as... Figure 6 As shown, the process involves determining a target sub-plot from the scene tiles in the game scene based on the game progress, and controlling the demolition of the target sub-plot. This can specifically include the following steps:

[0070] Step S610. Obtain the land demolition configuration information, which includes the land demolition time information and the land demolition quantity information.

[0071] The demolition time information for a plot can be determined by a fixed time interval between plot demolitions. For example, starting from the beginning of the game, a certain number of sub-plots can be demolished every 30 seconds.

[0072] The demolition time information can also be determined by the preset time interval between each demolition phase and between any two adjacent demolition phases. For example, there may be a 60-second interval between the first and second demolition phases, a 30-second interval between the second and third demolition phases, and the intervals may become shorter as the demolition progresses, thus speeding up the game.

[0073] Step S620. Respond to the matching of the current game time progress and the land demolition time information to determine the current land demolition stage.

[0074] During the game, the current game time progress is obtained in real time and matched with the land demolition time information to determine the current land demolition stage corresponding to the current game time progress.

[0075] Step S630. Determine the number of plots to be demolished corresponding to the current demolition stage based on the plot demolition quantity information.

[0076] Based on the current demolition stage of the land parcel, obtain the number of land parcels to be demolished corresponding to the current demolition stage from the land parcel demolition quantity information. For example, if the current demolition stage is the first demolition stage, the corresponding number of land parcels to be demolished is 2.

[0077] Step S640. Determine the target sub-plot from the scene plots in the game scene according to the number of plots to be demolished, and control the demolition of the target sub-plot.

[0078] Finally, based on the number of plots to be demolished corresponding to the current demolition stage, a target sub-plot is determined from the scene plots in the game scene, and the demolition of the target sub-plot is controlled. The target sub-plot can be determined randomly or according to a certain pattern; this example implementation does not impose any specific limitations.

[0079] Continue to refer to Figure 2 As shown, in step S220, the item generation location for generating game items is determined based on the remaining sub-plots in the scene, and the game items are displayed at the item generation location.

[0080] In this example implementation, the currently remaining sub-plots in the scene plot are the sub-plots remaining after removing the target sub-plot from the multiple sub-plots that constitute the scene plot.

[0081] In this example implementation, game items are configured to be pickable by the game character, granting the character the corresponding game skill upon pickup. At the start of the game, game items are placed on all tiles in the game scene. After a target sub-tile is demolished according to the game progress, game items are only placed on the remaining sub-tiles. Once the item spawn location is determined on the remaining sub-tile, the game item is displayed at that location for the game character to pick up.

[0082] In step S230, when the target game character is born or revived, the current spawn area is determined based on the remaining sub-plots, and the target game character is displayed in the current spawn area.

[0083] In this example implementation, the current spawn area is located above the remaining sub-plots, and the size of the current spawn area is smaller than the initial plot size corresponding to the scene plot.

[0084] After a game character dies, they can revive and return to the game scene. Each player has multiple revival opportunities, such as three. When only two game characters or two teams remain in the game scene, if one of them enters the revival waiting phase, a revival waiting notification will pop up on the other players' game interfaces, along with a revival waiting time indicator. The game ends when only one game character or one team remains in the game scene.

[0085] In this example implementation, when determining the current birth area based on the remaining sub-plots, the birth areas of the sub-plots corresponding to the remaining sub-plots can be obtained, and any one of the sub-plot birth areas can be arbitrarily selected as the current birth area.

[0086] Each sub-plot in the game scene corresponds to a sub-plot spawn area. For example, the sub-plot spawn area can be located at a certain height directly above the sub-plot. The size of the sub-plot spawn area can be the same as or smaller than the sub-plot. When determining the current spawn area based on the remaining sub-plots, any sub-plot spawn area can be randomly selected from the remaining sub-plots as the current spawn area.

[0087] In this example implementation, when determining the current spawn area based on the remaining sub-plots, the location information of the remaining sub-plots in the game scene can also be obtained. Then, a target spawn sub-plot is determined from the remaining sub-plots based on the sub-plot location information, and the spawn area of ​​the sub-plot corresponding to the target spawn sub-plot is taken as the current spawn area.

[0088] When determining the current spawn area based on the remaining sub-plots, the system can also identify a target spawn sub-plot that is located in the middle of all remaining sub-plots based on the location information of each remaining sub-plot. The spawn area of ​​this target spawn sub-plot can then be used as the current spawn area. This allows game characters to spawn in the middle of all remaining sub-plots as much as possible, making it easier for them to land on any of the remaining sub-plots.

[0089] In step S240, in response to a control operation targeting the target game character, the target character is controlled to land on the currently remaining sub-plot.

[0090] In this example implementation, such as Figure 3 As shown, after game character 303 spawns at the start of the game, the character floats above the map tiles. Players can control the target character to move freely on the horizontal plane using the joystick virtual controls. When the countdown ends or the player clicks the jump button, the target character begins to fall, and the player can control it to land on any of the remaining tiles. During the fall and floating process, the character cannot use skills or items. After the character respawns, the player can control its descent using the same logic, but the respawn will only use the spawn area determined by the currently remaining tiles, and the player must control the target character to land on one of the remaining tiles.

[0091] In step S250, in response to a pick-up operation for a game item, the corresponding game skill is configured for the target game character based on the target game item corresponding to the pick-up operation.

[0092] In this example implementation, game items are randomly placed on the remaining sub-plots, and players can control their game characters to pick up the corresponding game items to acquire the corresponding game skills.

[0093] Game items can include attack skill items and character enhancement items. Attack skill items, once picked up, grant the game character corresponding attack skills. Examples of attack skill items include bows and arrows, landmines, and projectiles. Character enhancement items are functional components that improve the game character's attributes upon pickup; these components are more likely to become highly sought-after items among players. Examples of character enhancement items include invincibility items, items that increase health, and items that reduce cooldown time. Character enhancement items can also include skill enhancement items, which are used to strengthen basic and special skills.

[0094] In this example implementation, during the game preparation phase, a special skill selection interface can be provided on the graphical user interface of the terminal device, and the basic special skills configured for the game character can be determined in response to the special skill selection operation performed on the special skill selection interface.

[0095] Basic special skills refer to decisive combat skills that differ from other ordinary skills. Each player can choose one basic special skill at the beginning of the game. The special skill selection interface can directly provide all types of basic special skills for players to choose from, or it can unlock corresponding basic special skill selections based on the game level. This example implementation does not make specific limitations.

[0096] Additionally, during the resurrection waiting phase of a game character, the special skill selection interface can be re-displayed, and special skill selection operations applied to the special skill selection interface can be performed to redefine the basic special skills configured for the game character.

[0097] After each death, the game character will have a corresponding resurrection waiting period, such as 10 seconds before resurrection. During the waiting period, a special skill selection interface will automatically pop up on the game screen, where players can reselect the basic special skill they need.

[0098] In this example implementation, if the target game item acquired by the game character is a skill enhancement item, the character's basic special skill will be upgraded to an enhanced special skill. Once the skill usage conditions for the enhanced special skill expire, the enhanced special skill will revert to the basic special skill. The skill parameters of the enhanced special skill differ from those of the basic special skill; generally, the enhanced special skill has higher parameters than the basic special skill, such as higher attack value or shorter cooldown time. After upgrading a basic special skill to an enhanced special skill, certain usage conditions are usually set, such as the upgraded enhanced special skill can only be used once or only within a specified time. When the usage conditions expire, the enhanced special skill will revert to its original basic special skill.

[0099] In addition, in this example implementation, different sub-plot props are configured on each sub-plot in the game scene. The sub-plot props are fixed props that are fixed at a designated position on the sub-plot.

[0100] For example, the sub-plot items on each sub-plot in the game scene can be configured as follows:

[0101] Sub-plot 1 - No special sub-plot items

[0102] Sub-plot 2 – Candy Island: The entire island is covered with destructible candy blocks.

[0103] Sub-plot 3 - No special sub-plot items

[0104] Sub-plot 4 – Current Island: The island contains various discharge columns.

[0105] Sub-plot 5 – Central Island: There is a turret in the center of the island, which can be operated to fire cannons.

[0106] Subplot 6 – Ghost Island: The island is inhabited by moving ghosts.

[0107] Sub-plot 7 - No special sub-plot items

[0108] Sub-plot 8 – Windy Island: Certain areas on the island have upward air currents that can be used to avoid items.

[0109] Sub-plot 9 - No special sub-plot items

[0110] In this example implementation, the sub-plot props include controllable shooting vehicles, such as turrets. When the player controls the target game character to operate the shooting vehicle, such as... Figure 7 As shown, the game processing method in this example embodiment may further include the following steps:

[0111] Step S710. When the firing vehicle is in the pending activation state, respond to the click operation on the interactive control of the firing vehicle, enter the interactive control interface of the firing vehicle, and change the firing vehicle from the pending activation state to the activated state.

[0112] When a shooting vehicle is in an inactive state, players can enter and exit the vehicle's interactive control interface by clicking the vehicle's interactive controls. The shooting vehicle is activated after the player clicks to enter and remains activated for a certain duration, such as 10 seconds.

[0113] Step S720. During the duration of the active state, in response to vehicle adjustment operations applied to the interactive control interface, adjust the firing path of the firing vehicle.

[0114] During the active period of the shooting vehicle, players can control the movement of the cannon barrel up, down, left, and right through the interactive control interface (up and down movement will not change the camera angle, but left and right movement will). Figure 8 A schematic diagram of an interactive control interface for a shooting vehicle according to a specific embodiment of the present disclosure is shown. The game interface provides interactive controls 801 for entering and exiting the shooting vehicle, adjustment controls 802 for adjusting the shooting vehicle, and firing controls 803 for the shooting vehicle. Based on the vehicle adjustment operations performed on the interactive control interface, the direction in which the crosshair of the shooting vehicle is aimed can be adjusted, thereby adjusting the firing path of the shooting vehicle.

[0115] After the player has finished adjusting, they can fire by clicking the launch control. The shooting vehicle can fire projectiles, or the player character can be launched as a projectile. The launched player character enters a special "Bomber" state, exploding upon contact with obstacles or other player characters. The shooting vehicle will automatically fire after the active state ends. After the active state ends, the shooting vehicle enters a cooldown period during which it cannot be interacted with. After the cooldown period, it can re-enter the active state.

[0116] It should be noted that although the steps of the method in this disclosure are described in a specific order in the accompanying drawings, this does not require or imply that the steps must be performed in that specific order, or that all the steps shown must be performed to achieve the desired result. Additional or alternative steps may be omitted, multiple steps may be combined into one step, and / or a step may be broken down into multiple steps.

[0117] Furthermore, this disclosure also provides a game processing apparatus that provides a graphical user interface via a terminal device. The graphical user interface includes at least a portion of a game scene and one or more game characters located within the game scene, wherein the one or more game characters include at least one target game character controlled by the terminal device. (Reference) Figure 9 As shown, the game processing device may include a target land clearing module 910, a game item display module 920, a spawn area determination module 930, a character landing control module 940, and a game skill configuration module 950. Among them:

[0118] The target plot demolition module 910 can be used to determine the target sub-plot from the scene plots in the game scene according to the game progress, and control the demolition of the target sub-plot. The scene plot is configured as a virtual model in the game scene for the game character to move. The scene plot consists of multiple sub-plots, and the target sub-plot is at least one of the multiple sub-plots.

[0119] The game prop display module 920 can be used to determine the prop generation location for generating game props based on the currently remaining sub-plots in the scene plot, and display the game props at the prop generation location. Here, the currently remaining sub-plots in the scene plot are the sub-plots remaining after removing the target sub-plot from the multiple sub-plots that constitute the scene plot.

[0120] The spawn area determination module 930 can be used to determine the current spawn area based on the remaining sub-tiles when the target game character spawns or respawns, and display the target game character in the current spawn area, where the current spawn area is located above the remaining sub-tiles;

[0121] The character landing control module 940 can be used to respond to control operations on a target game character and control the target character to land on the remaining sub-plot.

[0122] The game skill configuration module 950 can be used to respond to the pick-up operation of game items and configure the corresponding game skills for the target game character according to the target game item corresponding to the pick-up operation.

[0123] In some exemplary embodiments of this disclosure, the game scene also includes a water surface area, and the scene plots in the game scene are covered on the water surface area; the game processing device provided by this disclosure may also include a water surface area display module, which can be used to display the part of the water surface area covered below the target sub-plot after controlling the demolition of the target sub-plot.

[0124] In some exemplary embodiments of this disclosure, a game processing device provided by this disclosure may further include a character death control module, which can be used to control the death of a game character when the game character comes into contact with a water surface area and deduct the corresponding number of resurrections for the game character.

[0125] In some exemplary embodiments of this disclosure, the character death control module may include a character fall control unit, which can be used to cause the game character on the target sub-plot to fall onto a portion of the water surface area below the target sub-plot after the target sub-plot has been demolished, and to control the death of the game character.

[0126] In some exemplary embodiments of this disclosure, the area size of the current birth area is smaller than the initial plot size corresponding to the scene plot.

[0127] In some exemplary embodiments of this disclosure, the scene plot includes a central sub-plot, which is the last sub-plot to be demolished among all the sub-plots of the scene plot.

[0128] In some exemplary embodiments of this disclosure, the target land parcel demolition module 910 may include a sub-land parcel division unit, a second sub-land parcel set demolition unit, and a central sub-land parcel demolition unit. Wherein:

[0129] The sub-plot division unit can be used to divide the sub-plots in the scene plot into a first sub-plot set and a second sub-plot set, wherein the first sub-plot set includes the central sub-plot, and the second sub-plot set includes other sub-plots besides the central sub-plot;

[0130] The second sub-plot set demolition unit can be used to determine the target sub-plot from the second sub-plot set according to the game progress when the second sub-plot set is not empty, and control the demolition of the target sub-plot.

[0131] The central sub-plot demolition unit can be used to demolish the central sub-plot of the first sub-plot set after all the sub-plots in the second sub-plot set have been demolished, according to the game progress.

[0132] In some exemplary embodiments of this disclosure, the target plot demolition module 910 may further include a configuration information acquisition unit, a current stage determination unit, a demolition quantity determination unit, and a target sub-plot determination unit. Wherein:

[0133] The configuration information acquisition unit can be used to acquire land parcel demolition configuration information, which includes land parcel demolition time information and land parcel demolition quantity information.

[0134] The current phase determination unit can be used to respond to the matching of the current game time progress and the land demolition time information to determine the current land demolition phase;

[0135] The demolition quantity determination unit can be used to determine the demolition quantity of the current demolition phase of the land parcel based on the land parcel demolition quantity information.

[0136] The target sub-plot determination unit can be used to determine the target sub-plot from the scene plots in the game scene based on the number of plots to be demolished, and control the demolition of the target sub-plot.

[0137] In some exemplary embodiments of this disclosure, the land parcel demolition time information is determined by a fixed land parcel demolition time interval.

[0138] In some exemplary embodiments of this disclosure, the land demolition time information is determined by the demolition stages of each land plot and the preset time interval between every two adjacent land demolition stages.

[0139] In some exemplary embodiments of this disclosure, the birth area determination module 930 may include a random area determination unit, which can be used to obtain the birth areas of the sub-plots corresponding to the currently remaining sub-plots, and arbitrarily determine one of the sub-plot birth areas as the current birth area.

[0140] In some exemplary embodiments of this disclosure, the birth area determination module 930 may further include a sub-plot location information acquisition unit and a target birth sub-plot determination unit. Wherein:

[0141] The sub-plot location information acquisition unit can be used to acquire the location information of the remaining sub-plots in the game scene.

[0142] The target birth sub-plot determination unit can be used to determine a target birth sub-plot from the remaining sub-plots based on the sub-plot location information, and take the birth area of ​​the sub-plot corresponding to the target birth sub-plot as the current birth area.

[0143] In some exemplary embodiments of this disclosure, a game processing apparatus provided by this disclosure may further include a special skill selection module, which can be used to determine the basic special skills configured for a game character in response to a special skill selection operation performed on a special skill selection interface during the game preparation phase.

[0144] In some exemplary embodiments of this disclosure, a game processing apparatus provided by this disclosure may further include a special skill reselection module, which can be used to redisplay the special skill selection interface during the resurrection waiting phase of a game character, and to re-determine the basic special skills configured for the game character in response to a special skill selection operation performed on the special skill selection interface.

[0145] In some exemplary embodiments of this disclosure, game items include character enhancement items, which in turn include skill enhancement items. A game processing apparatus provided in this disclosure may further include a special skill enhancement module, which may include a special skill upgrade unit and a special skill recovery unit. Wherein:

[0146] The special skill upgrade unit can be used to upgrade the basic special skill configured by the game character to an enhanced special skill if the target game item obtained by the game character is a skill enhancement item. The skill parameters of the enhanced special skill are different from those of the basic special skill.

[0147] The Special Skill Recovery Unit can be used to restore a strengthened special skill to a basic special skill when the skill usage conditions corresponding to the strengthened special skill expire.

[0148] In some exemplary embodiments of this disclosure, different sub-plot props are configured on each sub-plot in the game scene. The sub-plot props are fixed props fixed at a designated position on the sub-plot.

[0149] In some exemplary embodiments of this disclosure, the sub-plot props include controllable shooting vehicles. A game processing apparatus provided in this disclosure may further include a shooting vehicle control module, which may include a shooting vehicle activation unit and a firing path adjustment unit. Wherein:

[0150] The firing vehicle activation unit can be used to respond to a click operation on the interactive control of the firing vehicle when the firing vehicle is in a pending activation state, enter the interactive control interface of the firing vehicle, and change the firing vehicle from a pending activation state to an activated state.

[0151] The firing path adjustment unit can be used to adjust the firing path of the firing vehicle in response to vehicle adjustment operations performed on the interactive control interface during the duration of the active state.

[0152] The specific details of each module / unit in the above-mentioned game processing device have been described in detail in the corresponding method embodiment section, and will not be repeated here.

[0153] Figure 10 A schematic diagram of the structure of a computer system suitable for implementing the embodiments of the present disclosure is shown.

[0154] It should be noted that, Figure 10 The computer system 1000 of the electronic device shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments disclosed herein.

[0155] like Figure 10 As shown, the computer system 1000 includes a central processing unit (CPU) 1001, which can perform various appropriate actions and processes based on programs stored in read-only memory (ROM) 1002 or programs loaded from storage section 1008 into random access memory (RAM) 1003. The RAM 1003 also stores various programs and data required for system operation. The CPU 1001, ROM 1002, and RAM 1003 are interconnected via a bus 1004. An input / output (I / O) interface 1005 is also connected to the bus 1004.

[0156] The following components are connected to I / O interface 1005: an input section 1006 including a keyboard, mouse, etc.; an output section 1007 including a cathode ray tube (CRT), liquid crystal display (LCD), etc., and speakers, etc.; a storage section 1008 including a hard disk, etc.; and a communication section 1009 including a network interface card such as a LAN card, modem, etc. The communication section 1009 performs communication processing via a network such as the Internet. A drive 1010 is also connected to I / O interface 1005 as needed. A removable medium 1011, such as a disk, optical disk, magneto-optical disk, semiconductor memory, etc., is installed on drive 1010 as needed so that computer programs read from it can be installed into storage section 1008 as needed.

[0157] In particular, according to embodiments of this disclosure, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of this disclosure include a computer program product comprising a computer program carried on a computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via communication section 1009, and / or installed from removable medium 1011. When the computer program is executed by central processing unit (CPU) 1001, it performs various functions defined in the system of this disclosure.

[0158] It should be noted that the computer-readable medium disclosed herein may be a computer-readable signal medium or a computer-readable storage medium, or any combination thereof. A computer-readable storage medium may be, for example,—but not limited to—an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of a computer-readable storage medium may include, but are not limited to: an electrical connection having one or more wires, a portable computer disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination thereof. In this disclosure, a computer-readable storage medium may be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, apparatus, or device. In this disclosure, a computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave, carrying computer-readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. Computer-readable signal media can also be any computer-readable medium other than computer-readable storage media, which can send, propagate, or transmit a program for use by or in connection with an instruction execution system, apparatus, or device. The program code contained on the computer-readable medium can be transmitted using any suitable medium, including but not limited to: wireless, wire, optical fiber, RF, etc., or any suitable combination thereof.

[0159] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of this disclosure. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions indicated in the blocks may occur in a different order than those indicated in the drawings. For example, two consecutively indicated blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in a block diagram or flowchart, and combinations of blocks in a block diagram or flowchart, may be implemented using a dedicated hardware-based system that performs the specified function or operation, or using a combination of dedicated hardware and computer instructions.

[0160] In another aspect, this disclosure also provides a computer-readable medium, which may be included in the electronic device described in the above embodiments; or it may exist independently and not assembled into the electronic device. The computer-readable medium carries one or more programs that, when executed by the electronic device, cause the electronic device to perform the methods described in the above embodiments.

[0161] It should be noted that although several modules for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to embodiments of this disclosure, the features and functions of two or more modules described above can be embodied in one module. Conversely, the features and functions of one module described above can be further divided and embodied by multiple modules.

[0162] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This disclosure is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein.

[0163] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is limited only by the appended claims.

Claims

1. A game processing method, characterized in that, A graphical user interface is provided through a terminal device, the graphical user interface including at least a portion of the game scene and one or more game characters located in the game scene, the one or more game characters including at least one target game character controlled by the terminal device; The game processing method includes: The system determines a target sub-plot from the scene tiles in the game scene according to the game progress and controls the demolition of the target sub-plot. The scene tiles are configured as virtual models within the game scene for the game character to move through. Each scene tile consists of multiple sub-plots, and the target sub-plot is at least one of these sub-plots. Each scene tile includes a central sub-plot, which is the last sub-plot to be demolished among all the sub-plots of the scene tile. The process of determining the target sub-plot from the scene tiles in the game scene according to the game progress and controlling its demolition... The target sub-plot includes: dividing the sub-plots in the scene plot into a first sub-plot set and a second sub-plot set, wherein the first sub-plot set includes the central sub-plot, and the second sub-plot set includes other sub-plots besides the central sub-plot; when the second sub-plot set is not empty, determining the target sub-plot from the second sub-plot set according to the game progress, and controlling the demolition of the target sub-plot; after all the sub-plots in the second sub-plot set have been demolished, controlling the demolition of the central sub-plot in the first sub-plot set according to the game progress; The item generation location for the game item is determined based on the currently remaining sub-plots in the scene plot, and the game item is displayed at the item generation location. The currently remaining sub-plots in the scene plot are the sub-plots remaining after removing the target sub-plot from the multiple sub-plots that constitute the scene plot. When the target game character is spawned or resurrected, the current spawn area is determined based on the currently remaining sub-tiles, and the target game character is displayed in the current spawn area, wherein the current spawn area is located above the currently remaining sub-tiles; In response to a control operation targeting the target game character, control the target game character to land on the currently remaining sub-plot; In response to a pick-up operation for the game item, the system configures the corresponding game skill for the target game character based on the target game item corresponding to the pick-up operation.

2. The game processing method according to claim 1, characterized in that, The game scene also includes a water surface area, and the scene tiles in the game scene cover the water surface area; the method further includes: After the target sub-plot is demolished, the portion of the water surface area covered below the target sub-plot is displayed.

3. The game processing method according to claim 2, characterized in that, The method further includes: When the game character comes into contact with the water surface area, the game character is controlled to die, and the corresponding number of resurrections for the game character is deducted.

4. The game processing method according to claim 3, characterized in that, The step of controlling the game character to die when the game character comes into contact with the water surface area includes: After the target sub-plot is demolished, the game character on the target sub-plot falls onto a portion of the water surface below the target sub-plot, and the game character dies.

5. The game processing method according to claim 1, characterized in that, The size of the current birth area is smaller than the size of the initial plot corresponding to the scene plot.

6. The game processing method according to claim 1, characterized in that, The step of determining a target sub-plot from the scene plots in the game scene according to the game progress, and controlling the demolition of the target sub-plot, includes: Obtain land parcel demolition configuration information, which includes land parcel demolition time information and land parcel demolition quantity information; The current game time progress is matched with the land demolition time information to determine the current land demolition stage; The number of land parcels to be demolished at the current demolition stage is determined based on the land parcel demolition quantity information. Based on the number of plots to be demolished, a target sub-plot is determined from the scene plots in the game scene, and the demolition of the target sub-plot is controlled.

7. The game processing method according to claim 6, characterized in that, The land parcel demolition time information is determined by a fixed land parcel demolition time interval.

8. The game processing method according to claim 6, characterized in that, The land demolition time information is determined by the demolition stages of each land plot and the preset time interval between every two adjacent land plot demolition stages.

9. The game processing method according to claim 1, characterized in that, Determining the current birth area based on the currently remaining sub-plots includes: Obtain the sub-plot birth areas corresponding to the remaining sub-plots, and arbitrarily select one of the sub-plot birth areas as the current birth area.

10. The game processing method according to claim 1, characterized in that, Determining the current birth area based on the currently remaining sub-plots includes: Obtain the location information of the remaining sub-plots in the game scene; Based on the sub-plot location information, a target birth sub-plot is determined from the remaining sub-plots, and the birth area of ​​the sub-plot corresponding to the target birth sub-plot is taken as the current birth area.

11. The game processing method according to claim 1, characterized in that, The method further includes: During the game preparation phase, in response to the special skill selection operation on the special skill selection interface, the basic special skills configured for the game character are determined.

12. The game processing method according to claim 11, characterized in that, The method further includes: During the resurrection waiting phase of the game character, the special skill selection interface is redisplayed, and in response to the special skill selection operation performed on the special skill selection interface, the basic special skills configured for the game character are redefined.

13. The game processing method according to claim 11 or 12, characterized in that, The game items include character enhancement items, which in turn include skill enhancement items; the method further includes: If the target game item obtained by the game character is the skill enhancement item, then the basic special skill configured by the game character will be upgraded to an enhanced special skill, wherein the skill parameters of the enhanced special skill are different from the skill parameters of the basic special skill; When the conditions for using the enhanced special skill end, the enhanced special skill will be restored to the basic special skill.

14. The game processing method according to claim 1, characterized in that, Each of the sub-plots in the game scene is equipped with different sub-plot props, and the sub-plot props are fixed props that are fixed at a designated position on the sub-plot.

15. The game processing method according to claim 14, characterized in that, The sub-plot props include controllable shooting vehicles, and the method further includes: When the firing vehicle is in a pending state, in response to a click operation on the interactive control of the firing vehicle, the interactive control interface of the firing vehicle is entered, and the firing vehicle is changed from the pending state to the active state. During the duration of the active state, in response to vehicle adjustment operations performed on the interactive control interface, the firing path of the firing vehicle is adjusted.

16. A game processing device, characterized in that, A graphical user interface is provided through a terminal device, the graphical user interface including at least a portion of the game scene and one or more game characters located in the game scene, the one or more game characters including at least one target game character controlled by the terminal device; The game processing device includes: The target plot demolition module is used to determine a target sub-plot from scene plots in the game scene according to the game progress, and control the demolition of the target sub-plot. The scene plot is configured as a virtual model in the game scene for the game character to move through. The scene plot consists of multiple sub-plots, and the target sub-plot is at least one of the multiple sub-plots. The scene plot includes a central sub-plot, which is the last sub-plot to be demolished among all the sub-plots of the scene plot. The process of determining the target sub-plot from scene plots in the game scene according to the game progress... The process of controlling the demolition of the target sub-plot includes: dividing the sub-plots in the scene plot into a first sub-plot set and a second sub-plot set, wherein the first sub-plot set includes the central sub-plot, and the second sub-plot set includes other sub-plots besides the central sub-plot; when the second sub-plot set is not empty, determining the target sub-plot from the second sub-plot set according to the game progress, and controlling the demolition of the target sub-plot; after all the sub-plots in the second sub-plot set have been demolished, controlling the demolition of the central sub-plot in the first sub-plot set according to the game progress. The game prop display module is used to determine the prop generation location for generating game props based on the currently remaining sub-plots in the scene plot, and to display the game props at the prop generation location. The currently remaining sub-plots in the scene plot are the sub-plots remaining after removing the target sub-plot from the multiple sub-plots constituting the scene plot. The spawn area determination module is used to determine the current spawn area based on the currently remaining sub-plots when the target game character spawns or respawns, and to display the target game character in the current spawn area, wherein the current spawn area is located above the currently remaining sub-plots; The character landing control module is used to respond to control operations on the target game character and control the target game character to land on the currently remaining sub-plot; The game skill configuration module is used to respond to the pick-up operation of the game item and configure the corresponding game skill for the target game character according to the target game item corresponding to the pick-up operation.

17. An electronic device, characterized in that, include: processor; as well as A memory for storing one or more programs, which, when executed by the processor, cause the processor to implement the game processing method as described in any one of claims 1 to 15.

18. A computer-readable medium having a computer program stored thereon, characterized in that, When the program is executed by the processor, it implements the game processing method as described in any one of claims 1 to 15.