Settlement control method, device and electronic equipment in game
By introducing attribute control items to dynamically change the attributes of land tiles in the game, the problem of reduced game difficulty and resource waste caused by fixed land tile attributes is solved, thereby increasing the diversity of the game and player interest.
Patent Information
- Application Number
- CN202310304773.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-03-21
- Publication Date
- 2026-02-24
- Estimated Expiration
- 2043-03-21
AI Technical Summary
The fixed grid attributes in existing games lead to reduced game difficulty and engagement, high player churn, and significant waste of server resources.
By introducing attribute control items into the game scene, the attributes of the grid units can be dynamically changed, increasing the difficulty and strategy of turn-based operations. The terminal device optimizes the grid attribute processing mechanism and enhances the diversity of display effects.
It increased player engagement, reduced player churn, made full use of game resources, and reduced server resource waste.
Smart Images

Figure CN116510305B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game technology, and in particular to a settlement control method, device, and electronic device in games. Background Technology
[0002] In some existing games, the game scene is divided into multiple tiles. Players control their characters to move among these tiles and attack enemy characters. Tiers may have tile attributes, which affect the attributes of the characters within those tiles, such as increasing their attack range or health. These attributes are usually pre-configured and are triggered when a character enters a tile. However, the tile attributes of a given tile are relatively fixed. Therefore, the way terminal devices handle these attributes is fixed, resulting in overly rigid display effects and overly formulaic game settlement controls. For experienced players, the game's difficulty and interest gradually decrease, leading to player churn and wasted server resources. Summary of the Invention
[0003] In view of this, the purpose of this invention is to provide a settlement control method, device, and electronic device in a game, so as to increase the difficulty of turn-based operations, improve the terminal device's processing mechanism for grid attributes and optimize the display effect, as well as the diversity of game settlement control, encourage players to adopt multiple game strategies, increase players' game interest, reduce player churn rate, make full use of game resources, and effectively reduce the waste of service resources on the server side.
[0004] In a first aspect, embodiments of the present invention provide a settlement control method in a game, providing a graphical user interface via a terminal device; the method includes: in response to a controlled virtual character entering a game scene, displaying at least a portion of the game scene screen in the graphical user interface; wherein the controlled virtual character is controlled via the terminal device; the game scene includes a grid area and attribute control items; the grid area includes multiple grid units; the controlled virtual character is located in a first grid unit of the grid area; in response to an attribute control item being triggered, determining a target grid unit in the grid area and displaying a prompt message for the target grid unit; wherein the prompt message indicates that the target grid unit has a specified grid attribute; in response to when... The operation phase of the previous game round is initiated, receiving a specified control operation, and determining the attack parameters of the controlled virtual character based on the operation parameters of the specified control operation; wherein, the attack parameters include at least one of: attack position, attack target, and attack item; in response to the start of the combat phase of the current game round, controlling the controlled virtual character to perform an attack operation based on the attack parameters; if the target tile contains a first virtual character, updating the character attributes of the first virtual character based on the specified tile attributes of the target tile, and performing a settlement for the first virtual character based on the updated character attributes and the operation result of the attack operation; wherein, the first virtual character includes the controlled virtual character and / or virtual characters other than the controlled virtual character.
[0005] Secondly, embodiments of the present invention provide a settlement control device in a game, providing a graphical user interface via a terminal device; the device includes: a screen display module, used to display at least a portion of the game scene screen in the graphical user interface in response to a controlled virtual character entering the game scene; wherein the controlled virtual character is controlled via the terminal device; the game scene includes a grid area and attribute control items; the grid area includes multiple grid units; the controlled virtual character is located in the first grid unit of the grid area; an information display module, used to determine a target grid unit in the grid area and display a prompt message for the target grid unit in response to the attribute control item being triggered; wherein the prompt message indicates that the target grid unit has a specified grid attribute; operation A module is used to respond to the start of the operation phase of the current game round, receive a specified control operation, and determine the attack parameters of the controlled virtual character based on the operation parameters of the specified control operation; wherein, the attack parameters include at least one of: attack position, attack target, and attack item; a settlement module is used to respond to the start of the combat phase of the current game round, control the controlled virtual character to perform an attack operation based on the attack parameters; if the target tile unit has a first virtual character, update the character attributes of the first virtual character based on the specified tile attributes of the target tile unit, and perform a settlement for the first virtual character based on the updated character attributes and the operation result of the attack operation; wherein, the first virtual character includes the controlled virtual character and / or virtual characters other than the controlled virtual character.
[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the settlement control method in the above-mentioned game.
[0007] Fourthly, embodiments of the present invention provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the settlement control method in the above-mentioned game.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] The settlement control method, device, and electronic device in the aforementioned game, in response to a controlled virtual character entering the game scene, displays at least a portion of the game scene's screen in a graphical user interface; wherein the controlled virtual character is controlled via a terminal device; the game scene includes a grid area and attribute control items; the grid area includes multiple grid units; the controlled virtual character is located in the first grid unit of the grid area; in response to the attribute control item being triggered, a target grid unit is determined in the grid area, and a prompt message for the target grid unit is displayed; wherein the prompt message indicates that the target grid unit has a specified grid attribute; in response to the start of the operation phase of the current game round, ... The system receives a specified control operation and determines the attack parameters of the controlled virtual character based on the operation parameters of the specified control operation. These attack parameters include at least one of the following: attack position, attack target, and attack item. In response to the start of the combat phase of the current game round, the system controls the controlled virtual character to execute the attack operation based on the attack parameters. If a first virtual character exists in the target tile, the system updates the first virtual character's attribute based on the specified tile attribute of the target tile, and performs a settlement for the first virtual character based on the updated attribute and the operation result of the attack operation. The first virtual character includes the controlled virtual character and / or virtual characters other than the controlled virtual character. In this method, in turn-based games, attribute control items can trigger changes to the tile attributes of some tiles during a round, increasing the difficulty of round operations, improving the terminal device's handling mechanism for tile attributes and optimizing display effects, as well as the diversity of game settlement control. This encourages players to adopt multiple game strategies, increases player interest, reduces player churn, fully utilizes game resources, and effectively reduces server-side resource waste.
[0010] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.
[0011] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0012] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0013] Figure 1 A flowchart of a game settlement control method provided in an embodiment of the present invention;
[0014] Figure 2 A schematic diagram of a target control tool and a target grid unit provided in an embodiment of the present invention;
[0015] Figure 3 A schematic diagram of an enemy character provided in an embodiment of the present invention;
[0016] Figure 4 A schematic diagram illustrating how an enemy character triggers a target control item, provided as an embodiment of the present invention;
[0017] Figure 5 This is a schematic diagram illustrating how a target control tool determines a target grid unit according to an embodiment of the present invention.
[0018] Figure 6 A schematic diagram of a designated grid unit provided in an embodiment of the present invention;
[0019] Figure 7 This is a schematic diagram of the structure of a game settlement control device provided in an embodiment of the present invention;
[0020] Figure 8 This is a schematic diagram of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0021] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0022] In some games, game scenes feature grid-like tiles for virtual characters to move around. Players control their virtual characters to perform actions such as moving and attacking, and the game is then settled. Similarly, when an enemy character performs an action, the game is settled. Different mechanisms can be assigned to these tiles to enhance gameplay. For example, tiles with cooperative mechanisms allow other characters to join the attack, providing attribute bonuses or increasing attack scores. These tile attributes are usually pre-configured and triggered when a character enters a tile. However, the attributes of a particular tile are relatively fixed, leading to a fixed processing mechanism on the device. This results in a rigid display, overly formulaic game settlement, and a gradual decrease in difficulty and interest for experienced players, leading to player churn and wasted server resources.
[0023] Based on this, embodiments of the present invention provide a settlement control method, device, and electronic device for games, which can be applied to strategy games, turn-based games, or other games.
[0024] In one embodiment of this disclosure, the game settlement control method can run on a local terminal device or a server. When the game settlement control 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.
[0025] 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 the game's settlement control 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 the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0026] 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.
[0027] In one possible implementation, this invention provides a settlement control method 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.
[0028] This embodiment can be applied to turn-based games involving multiple players. The game can be divided into multiple levels, with multiple players entering the game scene of each level. The game scene includes a grid area, which is composed of multiple grid units. These grid units can be arranged in a two-dimensional matrix, such as a chessboard; the grid units can be rectangles, hexagons, circles, etc. Each player controls a virtual character. At the beginning of the level, these virtual characters randomly appear in one grid unit within the grid area. Typically, a maximum of one virtual character appears in one grid unit. Alternatively, these virtual characters can also appear in designated grid units within the grid area, such as the grid unit at the center of the grid area, or a grid unit at one of the edges of the grid area.
[0029] The game scene usually includes enemy characters, which may be located within or outside the tile area. In a round, there is an initial action phase. Typically, each player controls their virtual character to move, select an attack target, and choose attack items. During this phase, each player can control their virtual character simultaneously or in a specific order, such as according to movement speed. Player A finishes their action, then Player B takes over, and so on, until all players have completed their actions. It's important to note that during the action phase, the controlled virtual character doesn't actually move to the attack position. Instead, movement control determines the attack position for the combat phase. Once the combat phase begins, the system then moves the controlled virtual character to the attack position.
[0030] After the operation phase ends, the battle phase begins. In this phase, the player-controlled virtual character first resolves the battle results. The graphical user interface displays animations of each virtual character's movement and attacks. The order in which the virtual characters resolve their results can be based on their movement speed. After the virtual characters have finished resolving their results, the enemy characters begin their rounds and attack the player-controlled virtual character. The enemy characters can attack all or only some of the virtual characters. Once all virtual characters and enemy characters have completed their rounds, the result of the current round is displayed.
[0031] In each round, the virtual character's health will usually decrease. If a healing item is used, the health will increase. If the character is not attacked by an enemy character, the health will remain unchanged. When the virtual character's health drops to zero, the character can no longer participate in subsequent rounds. The enemy characters' health will also decrease. If an enemy character's health is zero, and there are still virtual characters in the game scene whose health is not zero, the player will successfully complete the level. If all virtual characters in the game scene have zero health, and the enemy characters' health is not zero, the player will fail the level.
[0032] Based on the above game scenario, the following is a detailed description of a game settlement control method disclosed in the embodiments of the present invention, such as... Figure 1 As shown, the settlement control method in this game provides a graphical user interface through a terminal device, which can be either the aforementioned local terminal device or the aforementioned client device. This method includes the following steps:
[0033] Step S102: In response to the controlled virtual character entering the game scene, at least a portion of the game scene screen is displayed in the graphical user interface; wherein, the controlled virtual character is controlled through a terminal device; the game scene includes a grid area and attribute control props; the grid area includes multiple grid units; the controlled virtual character is located in the first grid unit of the grid area;
[0034] The game scene can be a specific level within the target game, which can be a strategy game or a turn-based game. The controlled virtual character can enter the game scene alone, in which case they will complete the level independently; alternatively, the controlled virtual character can enter the game scene with other virtual characters, in which case multiple players will team up to complete the level. In team-based scenarios, multiple players' virtual characters typically enter the same game scene simultaneously.
[0035] After the controlled virtual character enters the game scene, the graphical user interface of the terminal device displays at least a portion of the game scene. The scene can display the entire game scene or only a part of it, and the camera angle of the scene can be continuously switched according to the game progress. The player corresponding to the terminal device controls the controlled virtual character through the terminal device, for example, by controlling the movement of the controlled virtual character, using items, and performing attack operations through specific control operations.
[0036] In this embodiment, the game scene includes grid areas and attribute control props. A grid area can consist of multiple grid units, which can be rectangular, circular, hexagonal, or other shapes. Typically, multiple grid units form a two-dimensional matrix. When grid units are hexagonal, they can also be arranged in an arrangement of multiple adjacent hexagonal units; when grid units are rectangular, they can form a chessboard-like grid area. At the initial stage of the level, the controlled virtual character is located in the first grid unit within the grid area. This first grid unit can be randomly determined from the grid area; the first grid unit can also be a grid unit at a specified location within the grid area.
[0037] The aforementioned attribute control items are displayed in the game scene. In this embodiment, the attribute control items can be displayed outside the grid area. For example, when the game scene is a three-dimensional scene, the grid area is usually a two-dimensional plane located in the three-dimensional scene, and the attribute control items can be located on other planes outside this two-dimensional plane. The attribute control items in this embodiment are mainly used to: determine the target grid unit and change the attribute of the target grid unit; display the attribute change information in the game scene, so that the player can use the attribute of the target grid unit as a condition for controlling the movement and attack of the virtual character during the operation phase. Furthermore, the attribute control items can determine the target grid unit according to a certain rule or randomly, and randomly change the grid attribute of the target grid unit, so that the target grid unit encountered by the player in multiple attempts is different, or the grid attribute of the target grid unit is different, thereby increasing the freshness and fun of the player's multiple attempts.
[0038] Step S104: In response to the attribute control item being triggered, a target tile unit is identified in the tile area, and a prompt message for the target tile unit is displayed; wherein, the prompt message indicates that the target tile unit has a specified tile attribute.
[0039] The aforementioned attribute control items can be virtual objects, such as virtual mirrors or virtual magic wands. These items can be triggered by enemy characters or automatically after a certain stage of the game. One or more attribute control items can be placed in the game scene; when multiple items are present, all or some of them can be triggered.
[0040] Once an attribute control item is triggered, it can determine a target tile from the tile area. This target tile can be one or more tiles. The target tile can be determined based on the location of the attribute control item, creating a specific positional relationship between the target tile and the triggered item; alternatively, the attribute control item can randomly determine a target tile from the tile area.
[0041] In addition to identifying the target tile, it is also necessary to determine its specified tile attributes. Multiple tile attributes can be preset, and the specified tile attribute can be determined randomly or in a certain order from these attributes. Alternatively, the specified tile attribute can be set based on the target tile's position within the tile area. For example, this specified tile attribute could increase the probability of being attacked by enemy characters, increase the virtual character's attack capabilities, reduce damage taken by the virtual character, or increase the virtual character's attack range.
[0042] The prompts for target tiles can be in the form of text, symbols, etc., and can be directly displayed on the target tile to inform the player that the tile has a specified tile attribute. Alternatively, when the controlled virtual character moves to the target tile, a highlighted prompt can be displayed in the graphical user interface to indicate the tile attribute of the currently located tile. Yet another method is to trigger the display of the controlled virtual character's character attributes upon moving to the target tile, which includes the tile attribute of the currently located tile.
[0043] Step S106: In response to the start of the operation phase of the current game round, receive a specified control operation, and determine the attack parameters of the controlled virtual character based on the operation parameters of the specified control operation; wherein, the attack parameters include at least one of: attack position, attack target, and attack item;
[0044] A game level typically consists of multiple rounds. For the current round, the first phase is the action phase. It's important to note that this phase primarily involves the player controlling the virtual character, but the actions are not yet resolved. Once the action phase begins, prompts will guide the player through specific actions. These actions can include movement, target selection, and item selection, and the player can perform all or some of these actions.
[0045] Taking movement control as an example, players can perform clicks on a tile area. The clicked tile and the current position of the controlled virtual object form the movement path, and the last clicked tile becomes the attack position, which is usually located near the target the player wants to attack. If no movement control is performed, the current position of the controlled virtual character can be used as the attack position.
[0046] The aforementioned target selection operation can be a click action applied to a specific enemy character, making that character the attack target. When performing this operation, the attack range of the controlled virtual character may also need to be considered. This attack range can be a radius defined by the attack location and can be displayed on the grid. Players typically select an enemy character within this attack range. If an enemy character is selected outside the attack range, a relevant notification message will be generated. If no target selection operation is performed, the controlled virtual character may release attack items within the attack range, damaging enemy characters within that range.
[0047] The aforementioned attack item selection operation can be implemented by displaying multiple selectable items via an item control, and selecting the attack item by clicking on it. Different attack items may have different damage capabilities and attack ranges. If the attack item selection operation is not performed, the controlled virtual object may attack the target using no item or by using a pre-set default item.
[0048] After the aforementioned specified control operation is completed, the operation parameters of the specified control operation are obtained, such as the clicked tile location, the clicked enemy character, the clicked attack item, etc. Then, attack parameters are generated based on these operation parameters, such as the attack location, which can be the coordinates of a certain tile in the tile area; the attack parameters can also include the attack target and the attack item. The attack parameters are obtained by recording the identifier of the attack target and the identifier of the attack item.
[0049] Step S108: In response to the start of the combat phase of the current game round, the controlled virtual character is controlled to perform an attack operation based on the attack parameters; if the target tile has a first virtual character, the character attribute of the first virtual character is updated based on the specified tile attribute of the target tile, and the first virtual character is settled based on the updated character attribute and the operation result of the attack operation; wherein, the first virtual character includes the controlled virtual character and / or virtual characters other than the controlled virtual character.
[0050] Once all players have completed their designated control actions, the aforementioned operation phase ends, and the battle phase begins. During the battle phase, if our side initiates the attack first, the controlled virtual character executes its attack based on the attack parameters. Specifically, the controlled virtual character first reaches the attack position and then releases an attack item to attack the target. If our side includes multiple virtual characters, each virtual character can be assessed sequentially, meaning each virtual character is controlled to move and attack one by one. After all our virtual characters have completed their attack actions, the enemy characters initiate their attack. After both our virtual characters and the enemy characters have completed their attacks, the results of the current game round are generated. These results include parameters such as each virtual character's remaining health, the score of attacking the enemy, and the enemy character's remaining health.
[0051] If the enemy character attacks first, then after the enemy character finishes attacking, our virtual character will be controlled to attack in the same way as described above. In actual implementation, the order of attacks by our side and the enemy can be the same in each round, or it can be random or change according to certain rules.
[0052] In this embodiment, since the target grid unit has a specified grid attribute, if there is a first virtual character in the target grid unit, the specified grid attribute will affect the settlement result of the first virtual character.
[0053] Therefore, during the combat phase, if a first virtual character exists in the target tile, the character's attributes are updated based on the specified tile attribute of the target tile. Then, the updated character attributes and the result of the attack are combined to determine the outcome for the first virtual character. In one approach, if the specified tile attribute is that the first virtual character located in the target tile will be attacked by an attribute-controlling item, then the first virtual character's health will be reduced due to the attribute-controlling item's attack in the final result.
[0054] In another approach, if the specified tile attribute is: the attack power of the first virtual character located in the target tile is increased, then the score of the first virtual character in attacking the enemy will increase in the settlement result.
[0055] It should be noted that the first virtual character can be either the aforementioned controlled virtual character or other virtual characters. For example, when there are multiple target tiles, both the controlled virtual character and the teammate virtual character can be located in the target tile, and the settlement results of both the controlled virtual character and the teammate virtual character will be affected by the specified tile attribute.
[0056] The settlement control method in the aforementioned game, in response to the controlled virtual character entering the game scene, displays at least a portion of the game scene screen in the graphical user interface; wherein the controlled virtual character is controlled via a terminal device; the game scene includes a grid area and attribute control items; the grid area includes multiple grid units; the controlled virtual character is located in the first grid unit of the grid area; in response to the attribute control item being triggered, a target grid unit is determined in the grid area, and a prompt message for the target grid unit is displayed; wherein the prompt message indicates that the target grid unit has a specified grid attribute; in response to the start of the operation phase of the current game round, a specified control... The control operation determines the attack parameters of the controlled virtual character based on specified control operation parameters. These attack parameters include at least one of the following: attack position, attack target, and attack item. In response to the start of the combat phase of the current game round, the controlled virtual character executes an attack operation based on the attack parameters. If a first virtual character is present in the target tile, the first virtual character's attribute is updated based on the specified tile attribute of the target tile. The first virtual character is then assessed based on the updated attribute and the result of the attack operation. The first virtual character includes the controlled virtual character and / or other virtual characters. In this method, in turn-based games, attribute control items can trigger changes to the tile attributes of some tiles during a round, increasing the difficulty of round operations. This improves the terminal device's handling mechanism for tile attributes, optimizes display effects, and enhances the diversity of game settlement control. It encourages players to adopt multiple game strategies, increases player interest, reduces player churn, fully utilizes game resources, and effectively reduces server-side resource waste.
[0057] In one implementation, multiple players can team up to participate in the game. In response to a controlled virtual character entering the game scene, a first grid cell is randomly selected from the grid area, and the controlled virtual character is displayed in the first grid cell. The game scene includes multiple virtual characters; these multiple virtual characters include the controlled virtual character and teammate virtual characters who have a teammate relationship with the controlled virtual character. Teammate virtual characters are randomly displayed in grid cells outside the first grid cell; each grid cell displays at most one virtual character.
[0058] For the controlled virtual character, the graphical user interface of the terminal device controlling the controlled virtual character displays the game scene. This game scene includes not only the controlled virtual character but also teammate virtual characters, which are controlled by other players' terminal devices. The controlled virtual character and the teammate virtual characters are collectively referred to as our virtual characters. For each our virtual character, a grid cell is randomly selected from the grid area, and the virtual character is placed in that grid cell. Different our virtual characters are located in different grid cells. For the controlled virtual character, it is located in the first grid cell; for the teammate virtual character, it is located in other grid cells besides the first grid cell. Different our virtual characters are located in different grid cells.
[0059] In one example, multiple virtual characters corresponding to multiple players enter the same game scene. This game scene can be a level-based money management game, where multiple players control their corresponding virtual characters to fight against enemy characters. When they defeat the enemy characters together, they successfully complete the level.
[0060] The attribute control props in this embodiment can be implemented in multiple ways.
[0061] In one approach, the attribute control props include multiple props; the target control prop to be triggered is determined from the multiple attribute control props, and the target control prop is displayed in a first display format; the target tile unit is determined in the tile area through the target control prop, and the target tile unit is displayed in a second display format; wherein, the second display format is used to indicate prompt information.
[0062] Figure 2 As an example, five attribute control items are shown, distributed at the edges of two sides of the tile area. The shaded attribute control items are target control items, which can be selected and triggered by an enemy virtual object or randomly selected. The aforementioned first display format can be highlighted, blinked, or shaded, etc.
[0063] Using the target control tool, a target tile can be identified within a tile area. Figure 2 In the image, the target tile is shown in bold. The aforementioned second display format can also be highlighted, flashing, or flowing light. In one implementation, the target control item can emit special effects such as phantom light, rays, or meteors; the tile that this effect passes through or lands on can be considered the target tile. For example, Figure 2 In the example, if the target control tool emits a ray, then the tile that the ray passes through is identified as the target tile.
[0064] The aforementioned second display format indicates both the selected target grid cell and the aforementioned prompt information, namely, the specified grid attributes possessed by the target grid cell, such as... Figure 2 In the game, a warning is issued by highlighting the virtual character in the target tile, informing the player that the character is about to be attacked.
[0065] The above methods can guide players to make reasonable operational decisions during the operation phase.
[0066] In another approach, when determining the target control item, the target control item to be triggered can be randomly selected from multiple attribute control items; one or more target control items can be triggered randomly, or the number of target control items to be triggered can be controlled according to the game progress, and then that number of target control items can be randomly selected.
[0067] It can also respond to item activation commands from enemy characters in the game scene, designating the attribute-controlling item indicated by the activation command as the target control item. In level-based games, the enemy character can be a system-controlled character, which can be located either outside or inside the grid area.
[0068] exist Figure 3 In the example, the enemy character is located in the tile area, occupying 9 tile units. The enemy character can unleash special effects such as lightning and fire on attribute control items, and the attribute control item that is hit becomes the target control item.
[0069] In determining the target tile, one approach is to identify the tile within the tile area that has a specified positional relationship with the target control item as the target tile. This specified positional relationship can be a tile within a certain distance range from the target control item, or a tile located in a specified direction from the target control item, etc.
[0070] exist Figure 2 In the example, there are multiple target tiles arranged in a straight line; the target control item is located at one end of the straight line. For each target control item, a set of target tiles can be determined. This set of target tiles is arranged in a row or column, i.e., a straight line, and the target control item is located at one end of the target tile set in that row or column.
[0071] In another way, such as Figure 4 In the game, enemy characters select target control items by launching a light effect. Then, the target control item reflects the light effect, and the tile that the reflected light passes through becomes the target tile. The target tile is arranged diagonally and also in a straight line.
[0072] Another method involves using a target control tool to randomly select a target tile within a tile area. For example... Figure 5 In the game, the target control item fires a star effect towards the tile area, and the tile where the star effect lands becomes the target tile.
[0073] The following examples describe how players operate during the operation phase.
[0074] In one approach, the aforementioned attack parameters include the attack location; in response to a grid cell selection operation acting on the grid area, a second selected grid cell is determined; based on the second grid cell and the first grid cell where the controlled virtual character is located, a movement path of the controlled virtual character is generated; wherein the starting point of the movement path is the first grid cell, and the ending point of the movement path is the attack location of the controlled virtual character.
[0075] The above-mentioned tile selection operation can specifically be a click operation, a swipe operation, etc., applied to the tile. Taking the click operation as an example, the player can click on the second tile, which is selected. Then, a movement path is generated starting from the first tile and ending at the second tile. At this time, the attack position is determined to be the second tile. The player can also click on multiple second tiles, with the last clicked second tile as the end point of the movement path, i.e., the attack position, and the other second tiles as the tiles the movement path passes through.
[0076] Taking the sliding action as an example, players can perform a sliding action starting from the first tile. The tile where the touch point of the sliding action ends is the second tile, which serves as the end point of the movement path, i.e., the attack position. The tiles that the touch point of the sliding action passes through are the tiles that the movement path passes through.
[0077] During the operation phase, players can perform the aforementioned tile selection operation multiple times to change their movement path or attack position. Typically, after selecting the second tile, the player begins other operations, such as selecting an attack target. In this case, the second tile selected before selecting the target becomes the attack position. After performing other operations, the player can continue performing tile selection operations, at which point the movement path and attack position can be changed further.
[0078] Considering that the tile attributes of a tile may affect the player's chosen movement path and attack position, in this case, in response to the controlled virtual character moving to the target tile, the specified tile attributes of the target tile are displayed; or, based on the specified tile attributes of the target tile, the specified character attributes of the controlled virtual character are updated, and the updated specified character attributes are displayed.
[0079] When a controlled virtual character moves to a target tile, the specified tile attributes of that target tile can be displayed at a specific location in the graphical user interface. For example, it can be displayed at the top of the graphical user interface, or around the controlled virtual character or the target tile. The specified tile attributes can be displayed in the form of text, symbols, or graphics. Specified tile attributes may include, for example, increased mana damage, increased attack range, or increased damage taken. When the controlled virtual character moves to a tile other than the target tile, the current tile can be displayed as a normal tile without any special effects.
[0080] When the controlled virtual character leaves the target tile, the specified character attributes of the controlled virtual character are no longer affected by the target tile, and the specified character attributes are restored to the state before the controlled virtual character moved to the target tile.
[0081] It should be noted that if the specified tile attribute is to expand the attack range, the controlled virtual character can choose an attack target at a relatively far distance within the target tile. Then, if the player updates the attack position and leaves the target tile, the controlled virtual character's attack range shrinks, and the attack target is no longer within the controlled virtual character's attack range. Therefore, in the current game round, the controlled virtual character cannot attack the attack target.
[0082] In another approach, the specified character attribute of the controlled virtual character can be updated based on the specified tile attribute. The updated attribute value of the specified character attribute can be displayed in the position where the character attribute of the controlled virtual character is displayed. For example, the attribute value of the specified character attribute is "deduct health and mana each turn and apply a vulnerability effect".
[0083] During the combat phase, the server controls each virtual character to perform actions such as movement and attack based on the attack parameters generated during the operation phase. At the same time, the virtual characters also need to withstand attacks from the enemy. After both the virtual characters and the enemy have finished attacking, the results are calculated for each character and the enemy.
[0084] In one approach, the attack parameters include: attack position, attack target, and attack item; in response to the start of the combat phase of the current game round, the controlled virtual character moves to the attack position based on a pre-generated movement path; the controlled virtual character then uses the attack item to perform an attack operation on the attack target. If the attack parameters only include the attack target and attack item, the controlled virtual character stops moving and performs an attack operation on the target at its current position.
[0085] When there are multiple virtual characters, they can be sorted, and the server controls each virtual character's performance one by one; for example, they can be sorted according to their movement speed. After all virtual characters have performed their performance, the server controls enemy characters to attack, or controls the aforementioned attribute control items to attack the virtual characters. After the enemy characters finish attacking, the current game round ends, and each virtual character's health points and scores are updated, as are the enemy characters' health points.
[0086] There are multiple ways to implement the specified tile attributes of the target tile unit. In this embodiment, the specified tile attributes include at least one of the following: during the battle phase, the first virtual character located in the target tile unit is attacked by the target controlled item; during the battle phase, the specified character attributes of the first virtual character located in the target tile unit are increased or decreased.
[0087] Specifically, when the specified tile attribute includes: during the combat phase, the first virtual character located in the target tile is attacked by the target-controlled item; in this method, before the start of the operation phase, a prompt message for the target tile will be displayed to guide the player to move the controlled virtual character to a local tile outside the target tile during the operation phase, so as to avoid the controlled virtual character being attacked by the target-controlled item in the current game round.
[0088] During the combat phase, in response to the triggering of the first specified condition, the control target uses a control item to attack the target tile unit; if the target tile unit contains the first virtual character, the preset attribute value of the first virtual character is reduced; based on the reduced preset attribute value and the result of the attack operation, the settlement result of the first virtual character is determined.
[0089] The first specified condition mentioned above can be that the enemy character triggers a target control item, or the round reaches a specific stage; reaching a specific stage can specifically include that the enemy character's health is reduced to a first specified value, or the number of friendly characters who die reaches a second specified value, etc.
[0090] The first virtual character can be the aforementioned controlled virtual character, or a teammate virtual character of the controlled virtual character. The target control item can fire special effects such as phantom light, lightning, and fire at the target tile to attack it. If the first virtual character exists in the target tile, its preset attribute values may be reduced due to the attack from the target control item. These preset attribute values can be attributes such as health points or mana points. The settlement result for the first virtual character may include data on the changes in the first virtual character's attribute values during the current game round, the final attribute value data, and data on the changes in the target's attribute values when the first virtual character performs an attack.
[0091] In one approach, in response to an enemy character in the game scene executing a designated trigger operation on a target controlled item, the enemy character controls the target controlled item to attack a target tile. The enemy character can be a server-controlled NPC (Non-Player Character) or a virtual character controlled by another player; the enemy character can be located within or outside the tile area. The enemy character can send a trigger effect to the target controlled item, such as lightning, which triggers the target controlled item to attack the target tile, for example, by sending a designated attack effect.
[0092] The aforementioned specified tile attributes may also include: during the combat phase, the specified character attributes of the first virtual character located in the target tile unit are increased or decreased; based on the updated specified character attributes, the first virtual character is settled to obtain the settlement result of the first virtual character.
[0093] For example, if a specified tile attribute increases a specified attribute of the first virtual character, the player will typically control the controlled virtual character to move towards that target tile. Conversely, if a specified tile attribute decreases a specified attribute of the first virtual character, the player will typically control the controlled virtual character to move away from that target tile. Specified attribute values may include health points, attack power, and damage taken probability. When the first virtual character performs an attack within the target tile, the outcome of that attack, or the result of the first virtual character being attacked by an enemy character, may be affected by the increased or decreased attribute value.
[0094] For example, if the designated tile attribute is to increase the attack ability of the first virtual character, then the attack score in the first virtual character's attack operation result will be higher. As another example, if the designated tile attribute is to decrease the first virtual character's health, then the health damage inflicted by the first virtual character after being attacked by an enemy character will increase in the first virtual character's result.
[0095] In other implementations, the grid unit can also have other attributes.
[0096] Specifically, in response to the triggering of the second specified condition, the specified grid cell in the control grid area is updated to the specified grid state; the specified grid state includes: any virtual character cannot move to the specified grid cell; if there is a second virtual character in the specified grid cell, the second virtual character is controlled to move to a grid cell other than the specified grid cell.
[0097] The second specified condition can be that an enemy character triggers a specified tile, or the round reaches a specific stage. Reaching a specific stage can specifically include an enemy character's health decreasing to a first specified value, or the number of friendly characters killed reaching a second specified value. Specified tiles with the specified tile state can be displayed using special effects, such as shattering or falling off effects. Virtual characters cannot move to specified tile units with the specified tile state; if a virtual character exists in the specified tile unit when the second specified condition is triggered (i.e., a second virtual character), this second virtual character can be automatically moved to a tile unit outside the specified tile unit, such as a tile unit adjacent to the specified tile unit.
[0098] For example, the aforementioned grid unit is located at the edge of the grid region. Figure 6 In the game, the grid area is a rectangular area, and the grid units surrounded by bold black lines are designated grid units. These designated grid units are all located at the edge of the grid area. After a designated grid unit has the aforementioned designated grid state, the movable range of the virtual character is reduced.
[0099] This method can reduce the range of the grid area that the virtual character can move on, increasing the difficulty of the level and thus improving the game's strategy and player interest.
[0100] The settlement control method in the game provided in this embodiment can be applied to strategy games or other types of games. It adopts a turn-based combat mechanism and uses attribute control items to randomly change the attributes of some land units in each turn, increasing the decision-making conditions for players during the operation phase and adding strategic difficulty and fun to the game.
[0101] For the corresponding method embodiments described above, see [link to relevant documentation]. Figure 7 The game's settlement control device shown provides a graphical user interface via a terminal device; the device includes:
[0102] The screen display module 70 is used to display at least a portion of the game scene in a graphical user interface in response to the controlled virtual character entering the game scene; wherein the controlled virtual character is controlled through a terminal device; the game scene includes a grid area and attribute control props; the grid area includes multiple grid units; the controlled virtual character is located in the first grid unit of the grid area;
[0103] The information display module 72 is used to respond to the triggering of the attribute control prop, identify the target tile unit in the tile area, and display the prompt information of the target tile unit; wherein, the prompt information is used to indicate that the target tile unit has the specified tile attribute;
[0104] The operation module 74 is used to respond to the operation phase of the current game round, receive a specified control operation, and determine the attack parameters of the controlled virtual character based on the operation parameters of the specified control operation; wherein, the attack parameters include at least one of the following: attack position, attack target, and attack item;
[0105] Settlement module 76 is used to respond to the start of the combat phase in the current game round, control the controlled virtual character to perform attack operations based on attack parameters; if the target tile unit contains a first virtual character, update the character attributes of the first virtual character based on the specified tile attributes of the target tile unit, and perform settlement for the first virtual character based on the updated character attributes and the operation result of the attack operation; wherein, the first virtual character includes the controlled virtual character and / or virtual characters other than the controlled virtual character.
[0106] The settlement control device in the aforementioned game, in response to a controlled virtual character entering the game scene, displays at least a portion of the game scene in the graphical user interface; wherein the controlled virtual character is controlled via a terminal device; the game scene includes a grid area and attribute control items; the grid area includes multiple grid units; the controlled virtual character is located in the first grid unit of the grid area; in response to the attribute control item being triggered, a target grid unit is determined in the grid area, and a prompt message for the target grid unit is displayed; wherein the prompt message indicates that the target grid unit has a specified grid attribute; in response to the start of the operation phase of the current game round, it receives a specified control... The control operation determines the attack parameters of the controlled virtual character based on specified control operation parameters. These attack parameters include at least one of the following: attack position, attack target, and attack item. In response to the start of the combat phase of the current game round, the controlled virtual character executes an attack operation based on the attack parameters. If a first virtual character is present in the target tile, the first virtual character's attribute is updated based on the specified tile attribute of the target tile. The first virtual character is then assessed based on the updated attribute and the result of the attack operation. The first virtual character includes the controlled virtual character and / or other virtual characters. In this method, in turn-based games, attribute control items can trigger changes to the tile attributes of some tiles during a round, increasing the difficulty of round operations. This improves the terminal device's handling mechanism for tile attributes, optimizes display effects, and enhances the diversity of game settlement control. It encourages players to adopt multiple game strategies, increases player interest, reduces player churn, fully utilizes game resources, and effectively reduces server-side resource waste.
[0107] The aforementioned device further includes a character display module, configured to: in response to a controlled virtual character entering a game scene, randomly determine a first grid cell from the grid area and display the controlled virtual character in the first grid cell; wherein the game scene includes multiple virtual characters; the multiple virtual characters include: the controlled virtual character, and teammate virtual characters that have a teammate relationship with the controlled virtual character; the teammate virtual characters are randomly displayed in grid cells other than the first grid cell; each grid cell can display at most one virtual character.
[0108] The aforementioned attribute control props include multiple ones; the aforementioned information display module is further used to: determine the triggered target control prop from the multiple attribute control props, and display the target control prop in a first display format; determine the target tile unit in the tile area through the target control prop, and display the target tile unit in a second display format; wherein, the second display format is used to indicate prompt information.
[0109] The aforementioned information display module is also used to: randomly determine the target control item to be triggered from multiple attribute control items; or, in response to an enemy character's item activation command in the game scene, determine the attribute control item indicated by the item activation command as the target control item.
[0110] The aforementioned information display module is also used to: identify the grid unit in the grid area that has a specified positional relationship with the target control prop as the target grid unit.
[0111] The aforementioned target grid units comprise multiple units, which are arranged in a straight line; the target control tool is located at one end of the straight line.
[0112] The aforementioned information display module is also used to: randomly determine target grid units in the grid area using target control props.
[0113] The specified tile attribute mentioned above includes at least one of the following: during the battle phase, the first virtual character located in the target tile is attacked by the target controlled item; during the battle phase, the specified character attribute of the first virtual character located in the target tile is increased or decreased.
[0114] The aforementioned attack parameters include the attack location; the aforementioned operation module is also used to: respond to the grid cell selection operation acting on the grid area, determine the selected second grid cell; and generate the movement path of the controlled virtual character based on the second grid cell and the first grid cell where the controlled virtual character is located; wherein the starting end of the movement path is the first grid cell, and the ending end of the movement path is the attack location of the controlled virtual character.
[0115] The aforementioned device further includes: an attribute display module, configured to: display a specified tile attribute of the target tile unit in response to the controlled virtual character moving to the target tile unit; or, update a specified character attribute of the controlled virtual character based on the specified tile attribute of the target tile unit and display the updated specified character attribute.
[0116] The aforementioned attack parameters include: attack location, attack target, and attack item; the aforementioned settlement module is also used to: respond to the start of the combat phase of the current game round, control the controlled virtual character to move to the attack location based on a pre-generated movement path; and control the controlled virtual character to use attack items to perform attack operations on the attack target.
[0117] The specified tile attributes mentioned above include: during the combat phase, a first virtual character located in a target tile unit is attacked by a target-controlled item; the settlement module is also used to: respond to the triggering of a first specified condition, control the target-controlled item to attack the target tile unit; if the target tile unit contains a first virtual character, reduce the preset attribute value of the first virtual character; and determine the settlement result of the first virtual character based on the reduced preset attribute value and the operation result of the attack operation.
[0118] The aforementioned settlement module is also used to: respond to an enemy character in the game scene to execute a specified trigger operation of a target control item, and control the target control item to attack the target tile unit.
[0119] The aforementioned specified tile attributes include: during the combat phase, the specified character attributes of the first virtual character located in the target tile unit are either increased or decreased; the aforementioned settlement module is also used to: perform a settlement on the first virtual character based on the updated specified character attributes to obtain the settlement result of the first virtual character.
[0120] The aforementioned device further includes a state update module, used to: in response to the triggering of a second specified condition, control the specified grid unit in the grid area to update to a specified grid state; the specified grid state includes: any virtual character cannot move to the specified grid unit; if a second virtual character exists in the specified grid unit, control the second virtual character to move to a grid unit other than the specified grid unit.
[0121] The aforementioned grid unit is located at the edge of the grid region.
[0122] This embodiment also provides an electronic device, including a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to implement the settlement control method in the aforementioned game. This electronic device can be a server or a terminal device.
[0123] See Figure 8As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores computer-executable instructions that can be executed by the processor 100. The processor 100 executes the computer-executable instructions to implement the settlement control method in the above-mentioned game.
[0124] Furthermore, Figure 8 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.
[0125] The memory 101 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 8 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0126] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may 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, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a mature storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information in memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0127] The processor in the aforementioned electronic device, by executing computer-executable instructions, can perform the following operations in the settlement control method of the aforementioned game:
[0128] In response to a controlled virtual character entering the game scene, at least a portion of the game scene is displayed in the graphical user interface; wherein the controlled virtual character is controlled via a terminal device; the game scene includes a grid area and attribute control items; the grid area includes multiple grid units; the controlled virtual character is located in the first grid unit of the grid area; in response to the attribute control item being triggered, a target grid unit is identified in the grid area, and a prompt message for the target grid unit is displayed; wherein the prompt message indicates that the target grid unit has a specified grid attribute; in response to the start of the operation phase of the current game round, a specified control operation is received, based on... The operation parameters of the control operation are specified to determine the attack parameters of the controlled virtual character; wherein, the attack parameters include at least one of: attack position, attack target, and attack item; in response to the start of the combat phase of the current game round, the controlled virtual character is controlled to perform an attack operation based on the attack parameters; if the target tile has a first virtual character, the character attributes of the first virtual character are updated based on the specified tile attributes of the target tile, and the first virtual character is settled based on the updated character attributes and the operation result of the attack operation; wherein, the first virtual character includes the controlled virtual character and / or virtual characters other than the controlled virtual character.
[0129] In response to a controlled virtual character entering the game scene, a first grid cell is randomly selected from the grid area, and the controlled virtual character is displayed in the first grid cell; wherein, the game scene includes multiple virtual characters; the multiple virtual characters include: the controlled virtual character, and teammate virtual characters that have a teammate relationship with the controlled virtual character; teammate virtual characters are randomly displayed in grid cells other than the first grid cell; each grid cell can display at most one virtual character.
[0130] The attribute control props include multiple ones; the target control prop to be triggered is determined from the multiple attribute control props, and the target control prop is displayed in a first display format; the target tile unit is determined in the tile area through the target control prop, and the target tile unit is displayed in a second display format; wherein, the second display format is used to indicate prompt information.
[0131] The target control item to be triggered is randomly selected from multiple attribute control items; or, in response to an enemy character's item activation command in the game scene, the attribute control item indicated by the item activation command is selected as the target control item.
[0132] In the grid area, the grid unit that has a specified positional relationship with the target control item is identified as the target grid unit.
[0133] The target grid consists of multiple units, which are arranged in a straight line. The target control tool is located at one end of the straight line.
[0134] Using the target control tool, randomly select a target tile unit within the tile area.
[0135] The specified tile attribute includes at least one of the following: during the battle phase, the first virtual character located in the target tile is attacked by the target controlled item; during the battle phase, the specified character attribute of the first virtual character located in the target tile is increased or decreased.
[0136] The attack parameters include the attack location; in response to the grid cell selection operation acting on the grid area, the second selected grid cell is determined; based on the second grid cell and the first grid cell where the controlled virtual character is located, the movement path of the controlled virtual character is generated; wherein, the starting point of the movement path is the first grid cell, and the ending point of the movement path is the attack location of the controlled virtual character.
[0137] In response to a controlled virtual character moving to a target tile, display the specified tile attributes of the target tile; or, update the specified character attributes of the controlled virtual character based on the specified tile attributes of the target tile and display the updated specified character attributes.
[0138] The attack parameters include: attack position, attack target, and attack item; in response to the start of the combat phase of the current game round, the controlled virtual character moves to the attack position based on a pre-generated movement path; the controlled virtual character uses the attack item to perform an attack operation on the attack target.
[0139] The specified tile attributes include: during the battle phase, the first virtual character located in the target tile is attacked by the target-controlled item; in response to the first specified condition being triggered, the target-controlled item is controlled to attack the target tile; if the target tile contains the first virtual character, the preset attribute value of the first virtual character is reduced; based on the reduced preset attribute value and the operation result of the attack, the settlement result of the first virtual character is determined.
[0140] In response to an enemy character in the game scene executing a designated trigger operation of a target control item, the target control item attacks the target tile unit.
[0141] The specified tile attributes include: during the combat phase, the specified character attributes of the first virtual character located in the target tile unit are either increased or decreased; based on the updated specified character attributes, the first virtual character is evaluated to obtain the first virtual character's evaluation result.
[0142] In response to the triggering of the second specified condition, the specified grid cell in the control grid area is updated to the specified grid state; the specified grid state includes: any virtual character cannot move to the specified grid cell; if there is a second virtual character in the specified grid cell, the second virtual character is controlled to move to a grid cell other than the specified grid cell.
[0143] Specify the location of the grid cell at the edge of the grid region.
[0144] In the above-mentioned methods, in turn-based games, attribute control items can trigger changes to the attributes of some tile units during a turn, increasing the difficulty of turn-based operations, improving the terminal device's handling mechanism for tile attributes and the display effect, as well as the diversity of game settlement control, prompting players to adopt multiple game strategies, increasing players' game interest, reducing player churn, making full use of game resources, and effectively reducing the waste of server-side service resources.
[0145] This embodiment also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the settlement control method in the above-mentioned game.
[0146] The computer-executable instructions stored in the aforementioned computer-readable storage medium can, by executing the aforementioned computer-executable instructions, perform the following operations in the settlement control method of the aforementioned game:
[0147] In response to a controlled virtual character entering the game scene, at least a portion of the game scene is displayed in the graphical user interface; wherein the controlled virtual character is controlled via a terminal device; the game scene includes a grid area and attribute control items; the grid area includes multiple grid units; the controlled virtual character is located in the first grid unit of the grid area; in response to the attribute control item being triggered, a target grid unit is identified in the grid area, and a prompt message for the target grid unit is displayed; wherein the prompt message indicates that the target grid unit has a specified grid attribute; in response to the start of the operation phase of the current game round, a specified control operation is received, based on... The operation parameters of the control operation are specified to determine the attack parameters of the controlled virtual character; wherein, the attack parameters include at least one of: attack position, attack target, and attack item; in response to the start of the combat phase of the current game round, the controlled virtual character is controlled to perform an attack operation based on the attack parameters; if the target tile has a first virtual character, the character attributes of the first virtual character are updated based on the specified tile attributes of the target tile, and the first virtual character is settled based on the updated character attributes and the operation result of the attack operation; wherein, the first virtual character includes the controlled virtual character and / or virtual characters other than the controlled virtual character.
[0148] In response to a controlled virtual character entering the game scene, a first grid cell is randomly selected from the grid area, and the controlled virtual character is displayed in the first grid cell; wherein, the game scene includes multiple virtual characters; the multiple virtual characters include: the controlled virtual character, and teammate virtual characters that have a teammate relationship with the controlled virtual character; teammate virtual characters are randomly displayed in grid cells other than the first grid cell; each grid cell can display at most one virtual character.
[0149] The attribute control props include multiple ones; the target control prop to be triggered is determined from the multiple attribute control props, and the target control prop is displayed in a first display format; the target tile unit is determined in the tile area through the target control prop, and the target tile unit is displayed in a second display format; wherein, the second display format is used to indicate prompt information.
[0150] The target control item to be triggered is randomly selected from multiple attribute control items; or, in response to an enemy character's item activation command in the game scene, the attribute control item indicated by the item activation command is selected as the target control item.
[0151] In the grid area, the grid unit that has a specified positional relationship with the target control item is identified as the target grid unit.
[0152] The target grid consists of multiple units, which are arranged in a straight line. The target control tool is located at one end of the straight line.
[0153] Using the target control tool, randomly select a target tile unit within the tile area.
[0154] The specified tile attribute includes at least one of the following: during the battle phase, the first virtual character located in the target tile is attacked by the target controlled item; during the battle phase, the specified character attribute of the first virtual character located in the target tile is increased or decreased.
[0155] The attack parameters include the attack location; in response to the grid cell selection operation acting on the grid area, the second selected grid cell is determined; based on the second grid cell and the first grid cell where the controlled virtual character is located, the movement path of the controlled virtual character is generated; wherein, the starting point of the movement path is the first grid cell, and the ending point of the movement path is the attack location of the controlled virtual character.
[0156] In response to a controlled virtual character moving to a target tile, display the specified tile attributes of the target tile; or, update the specified character attributes of the controlled virtual character based on the specified tile attributes of the target tile and display the updated specified character attributes.
[0157] The attack parameters include: attack position, attack target, and attack item; in response to the start of the combat phase of the current game round, the controlled virtual character moves to the attack position based on a pre-generated movement path; the controlled virtual character uses the attack item to perform an attack operation on the attack target.
[0158] The specified tile attributes include: during the battle phase, the first virtual character located in the target tile is attacked by the target-controlled item; in response to the first specified condition being triggered, the target-controlled item is controlled to attack the target tile; if the target tile contains the first virtual character, the preset attribute value of the first virtual character is reduced; based on the reduced preset attribute value and the operation result of the attack, the settlement result of the first virtual character is determined.
[0159] In response to an enemy character in the game scene executing a designated trigger operation of a target control item, the target control item attacks the target tile unit.
[0160] The specified tile attributes include: during the combat phase, the specified character attributes of the first virtual character located in the target tile unit are either increased or decreased; based on the updated specified character attributes, the first virtual character is evaluated to obtain the first virtual character's evaluation result.
[0161] In response to the triggering of the second specified condition, the specified grid cell in the control grid area is updated to the specified grid state; the specified grid state includes: any virtual character cannot move to the specified grid cell; if there is a second virtual character in the specified grid cell, the second virtual character is controlled to move to a grid cell other than the specified grid cell.
[0162] Specify the location of the grid cell at the edge of the grid region.
[0163] In the above-mentioned methods, in turn-based games, attribute control items can trigger changes to the attributes of some tile units during a turn, increasing the difficulty of turn-based operations, improving the terminal device's handling mechanism for tile attributes and the display effect, as well as the diversity of game settlement control, prompting players to adopt multiple game strategies, increasing players' game interest, reducing player churn, making full use of game resources, and effectively reducing the waste of server-side service resources.
[0164] The computer program products of the settlement control method, device and electronic device in the game provided by the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0165] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0166] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.
[0167] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0168] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0169] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A settlement control method in a game, characterized in that, The method includes providing a graphical user interface via a terminal device; the method includes: In response to a controlled virtual character entering a game scene, at least a portion of the game scene is displayed in the graphical user interface; wherein the controlled virtual character is controlled via the terminal device; the game scene includes a grid area and attribute control items; the grid area includes multiple grid units; the controlled virtual character is located in the first grid unit of the grid area; In response to the attribute control item being triggered, a target tile unit is identified in the tile area, and a prompt message for the target tile unit is displayed; wherein, the prompt message indicates that the target tile unit has a specified tile attribute; The attribute control props include multiple props; the step of determining a target tile unit in the tile area and displaying a prompt message for the target tile unit in response to the triggering of the attribute control props includes: determining the triggered target control prop from the multiple attribute control props, and displaying the target control prop in a first display format; determining the target tile unit in the tile area through the target control prop, and displaying the target tile unit in a second display format; wherein, the second display format is used to indicate the prompt message; In response to the start of the operation phase of the current game round, the system receives a specified control operation and determines the attack parameters of the controlled virtual character based on the operation parameters of the specified control operation; wherein, the attack parameters include at least one of: attack position, attack target, and attack item; In response to the start of the combat phase of the current game round, the controlled virtual character is controlled to perform an attack operation based on the attack parameters; if the target tile unit contains a first virtual character, the character attributes of the first virtual character are updated based on the specified tile attributes of the target tile unit, and the first virtual character is settled based on the updated character attributes and the operation result of the attack operation; wherein, the first virtual character includes the controlled virtual character and / or virtual characters other than the controlled virtual character.
2. The method according to claim 1, characterized in that, The method further includes: In response to a controlled virtual character entering the game scene, a first grid cell is randomly determined from the grid area, and the controlled virtual character is displayed in the first grid cell; The game scene includes multiple virtual characters; the multiple virtual characters include: the controlled virtual character, and teammate virtual characters that have a teammate relationship with the controlled virtual character; the teammate virtual characters are randomly displayed in grid cells other than the first grid cell; each grid cell can display at most one virtual character.
3. The method according to claim 1, characterized in that, The step of determining the target control item to be triggered from a plurality of said attribute control items includes: The target control item to be triggered is randomly determined from among the multiple attribute control items; Alternatively, in response to an item activation command from an enemy character in the game scene, the attribute control item indicated by the item activation command is identified as the target control item.
4. The method according to claim 1, characterized in that, The step of determining the target tile unit in the tile area using the target control tool includes: The grid unit in the grid area that has a specified positional relationship with the target control prop is identified as the target grid unit.
5. The method according to claim 4, characterized in that, The target grid unit comprises multiple units, which are arranged in a straight line; the target control tool is located at one end of the straight line.
6. The method according to claim 1, characterized in that, The step of determining a target tile unit in the tile area using the target control tool includes: randomly determining a target tile unit in the tile area using the target control tool.
7. The method according to claim 1, characterized in that, The specified grid attribute includes at least one of the following: During the battle phase, the first virtual character located in the target tile unit is attacked by the target-controlled item; During the combat phase, the designated character attributes of the first virtual character located in the target tile are either increased or decreased.
8. The method according to claim 1, characterized in that, The attack parameters include the attack location; the step of receiving a specified control operation and determining the attack parameters of the controlled virtual character based on the operation parameters of the specified control operation includes: In response to the grid cell selection operation applied to the grid area, the second selected grid cell is determined; Based on the second grid cell and the first grid cell where the controlled virtual character is located, a movement path for the controlled virtual character is generated; wherein, the starting point of the movement path is the first grid cell, and the ending point of the movement path is the attack position of the controlled virtual character.
9. The method according to claim 1, characterized in that, The method further includes: In response to the controlled virtual character moving to the target tile, the specified tile attribute of the target tile is displayed; or, the specified character attribute of the controlled virtual character is updated based on the specified tile attribute of the target tile, and the updated specified character attribute is displayed.
10. The method according to claim 1, characterized in that, The attack parameters include: attack location, attack target, and attack item; the step of controlling the controlled virtual character to perform an attack operation based on the attack parameters in response to the start of the combat phase of the current game round includes: In response to the start of the combat phase of the current game round, the controlled virtual character is moved to the attack position based on a pre-generated movement path; Control the controlled virtual character to use the attack tool to perform an attack operation on the attack target.
11. The method according to claim 1, characterized in that, The specified grid attribute includes: during the combat phase, the first virtual character located in the target grid unit is attacked by the target control item; The step of settling accounts for the first virtual character based on the updated character attributes and the operation result of the attack includes: In response to the triggering of a first specified condition, the target control item is controlled to attack the target tile unit; wherein, the first specified condition includes: an enemy character triggers the target control item, or the round reaches a specific stage; the round reaching a specific stage includes: the enemy character's health is reduced to a first specified value, or the number of friendly characters killed reaches a second specified value; If the target grid unit has a first virtual character, reduce the preset attribute value of the first virtual character; Based on the reduced preset attribute values and the operation results of the attack, the settlement result of the first virtual character is determined.
12. The method according to claim 11, characterized in that, The step of controlling the target control item to attack the target tile unit in response to the triggering of a first specified condition includes: In response to an enemy character in the game scene executing a designated trigger operation of the target control item, the target control item is controlled to attack the target tile unit.
13. The method according to claim 1, characterized in that, The specified tile attribute includes: during the combat phase, the specified character attribute of the first virtual character located in the target tile unit is either increased or decreased; The step of settling accounts for the first virtual character based on the updated character attributes and the operation result of the attack includes: Based on the updated specified role attributes, the first virtual role is settled to obtain the settlement result of the first virtual role.
14. The method according to claim 1, characterized in that, The method further includes: In response to the triggering of a second specified condition, the specified tile unit in the tile area is updated to a specified tile state; the specified tile state includes: no virtual character can move to the specified tile unit; the second specified condition includes: an enemy character triggers the specified tile unit, or the round reaches a specific stage; the round reaching a specific stage includes: the enemy character's health is reduced to a first specified value, or the number of friendly characters killed reaches a second specified value; If a second virtual character exists in the designated grid cell, control the second virtual character to move to a grid cell outside the designated grid cell; wherein the designated grid cell is located at the edge of the grid area.
15. A settlement control device in a game, characterized in that, A graphical user interface is provided via a terminal device; the device includes: A screen display module is configured to display at least a portion of the game scene in the graphical user interface in response to a controlled virtual character entering the game scene; wherein the controlled virtual character is controlled via the terminal device; the game scene includes a grid area and attribute control items; the grid area includes multiple grid units; and the controlled virtual character is located in the first grid unit of the grid area. An information display module is used to, in response to the triggering of the attribute control prop, identify a target tile unit in the tile area and display a prompt message for the target tile unit; wherein, the prompt message is used to indicate that the target tile unit has a specified tile attribute; The attribute control props include multiple ones; the information display module is further configured to: determine the triggered target control prop from the multiple attribute control props, and display the target control prop in a first display format; determine a target tile unit in the tile area through the target control prop, and display the target tile unit in a second display format; wherein, the second display format is used to indicate the prompt information; An operation module is configured to respond to the operation phase of the current game round, receive a specified control operation, and determine the attack parameters of the controlled virtual character based on the operation parameters of the specified control operation; wherein, the attack parameters include at least one of: attack position, attack target, and attack item; The settlement module is used to respond to the start of the combat phase of the current game round, control the controlled virtual character to perform an attack operation based on the attack parameters; if the target tile unit has a first virtual character, update the character attributes of the first virtual character based on the specified tile attributes of the target tile unit, and perform settlement for the first virtual character based on the updated character attributes and the operation result of the attack operation; wherein, the first virtual character includes the controlled virtual character and / or virtual characters other than the controlled virtual character.
16. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the game settlement control method according to any one of claims 1-14.
17. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the settlement control method in the game as described in any one of claims 1-14.
Citation Information
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