A display control method and device of a game, an electronic device, and a storage medium
By setting up safe activity areas and replay mechanisms in multiplayer competitive games, the problem of players being unable to continue playing after being eliminated is solved, improving game efficiency and experience, especially the replay experience in the final circle.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2022-02-09
- Publication Date
- 2026-05-29
AI Technical Summary
In multiplayer competitive games, players who are eliminated cannot continue to participate in the current game and can only wait for the next game to start, which leads to wasted time and increased server load. Furthermore, the replay process cannot restore the previous final circle, affecting the game experience and player activity.
By setting a safe activity area in the virtual scene, continuously shrinking it and applying virtual damage, surviving characters are allowed to participate in a second round of game combat. Under certain conditions, a replay mechanism is activated to match or supplement players for replays, ensuring game experience and server efficiency.
It reduced player waiting time, lowered server load, improved game efficiency and player activity, and maximized the recreation of the game experience from the previous final round.
Smart Images

Figure CN116603230B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the technical field of games, and in particular to a display control method, device, electronic device, and storage medium for games. Background Technology
[0002] Currently, in most online games, such as multiplayer competitive games, players only have one chance to play in a game. That is to say, once a player is defeated, they can no longer directly participate in the game and can only start the next game.
[0003] However, players may want to replay specific parts of the game, such as a game segment where they were eliminated, to relive that experience. But players can only replay after the current game has completely ended. This results in a long wait for players who were eliminated early, wasting their time and potentially increasing server load, leading to lower game efficiency and ultimately player churn. Summary of the Invention
[0004] In view of this, the purpose of the present invention is to provide a display control method, device, electronic device and storage medium for games, so as to improve the overall operating efficiency of the game, reduce the operating load of the server, and maximize the restoration of the previous final round, thereby improving the game activity and game experience of the players.
[0005] In a first aspect, embodiments of the present invention provide a method for displaying and controlling a game, the method comprising:
[0006] During the first game confrontation phase in a virtual scene, where multiple players control controlled virtual characters, in response to a first condition that the number of surviving controlled virtual characters reaches a set number, or a second condition that the safe activity range in the virtual scene shrinks to a set size range, a first round of the second game confrontation phase is conducted using the controlled virtual characters that survived the first game confrontation phase, based on the safe activity range in the virtual scene; wherein, during the first game confrontation phase, the safe activity range in the virtual scene continuously shrinks, and virtual damage is continuously applied to controlled virtual characters that are not within the safe activity range;
[0007] During the first round of the second game confrontation, in response to the condition that all the controlled virtual characters controlled by the players who replayed the second game confrontation have changed from a living state to a dead state, based on the safe activity range, the second round of the second game confrontation is conducted using the controlled virtual characters controlled by the players who replayed the second game confrontation.
[0008] In an optional embodiment of this application, the method further includes:
[0009] If, before the first round of the second game confrontation begins, the proportion of the number of times a player controls a virtual character that has replayed the second game confrontation reaches a predetermined ratio, then the replay mechanism is activated. The replay mechanism is used to indicate that the virtual character controlled by a player who has replayed the second game confrontation will participate in the second round of the second game confrontation.
[0010] In an optional embodiment of this application, the method further includes:
[0011] When the proportion of the number of replays to the set number reaches the set proportion, a prompt message indicating that the replay mechanism has been activated is sent to the player who confirms that they want to replay the second game battle segment.
[0012] In an optional embodiment of this application, the step of using a controlled virtual character controlled by a player who has confirmed replaying the second game competition to conduct the second round of the second game competition, based on the aforementioned safe activity range, includes:
[0013] In response to a third condition that the number of times the controlled virtual character controlled by the player who confirmed the replay of the second game confrontation phase has reached the set number, based on the safe activity range, the second round of the second game confrontation phase is conducted using the controlled virtual character controlled by the player who confirmed the replay of the second game confrontation phase.
[0014] In an optional embodiment of this application, the step of using a controlled virtual character controlled by a player who has confirmed replaying the second game competition to conduct the second round of the second game competition, based on the aforementioned safe activity range, includes:
[0015] When it is confirmed that the number of times the controlled virtual character controlled by the player who replayed the second game confrontation is less than the set number, in response to the fourth condition that the sum of the number of matches and the number of replays of the controlled virtual character controlled by the matched player participating in the second game confrontation reaches the set number, based on the safe activity range, the second round of the second game confrontation is conducted using the controlled virtual character controlled by the player who replayed the second game confrontation and the controlled virtual character controlled by the matched player.
[0016] The matched players are those players who have confirmed their participation in the second game battle phase, selected from other players when the number of times the controlled virtual character controlled by the player who confirmed their participation in the second game battle phase has not reached the set number. These other players include players who are in different game matches from the player who confirmed their participation in the second game battle phase and have chosen to participate in the second game battle phase, or players who are in the same game match as the player who confirmed their participation in the second game battle phase and were eliminated in the first game battle phase.
[0017] In an optional embodiment of this application, the method further includes:
[0018] Before the second round of the second game competition begins, game roles are assigned to players who have confirmed they are replaying the second game competition according to the priority of game role allocation, so that the game role assigned to the players who have confirmed they are replaying the second game competition is different from the game role they played in the first round of the second game competition.
[0019] In optional embodiments of this application, the allocation priority is determined by at least one of the following methods:
[0020] Determined based on the number of controlled virtual characters killed by players in the first round of the second game confrontation;
[0021] The decision is based on the controlled virtual character that caused the most damage among the multiple controlled virtual characters killed by the player in the first round of the second game confrontation;
[0022] The ranking is determined based on the correspondence between the players whose controlled virtual characters have shorter survival times and the controlled virtual characters that rank higher in the final round of the second game.
[0023] In an optional embodiment of this application, the resource allocation information of each game character in the first round of the second game confrontation is the same as the resource allocation information of each game character in the second round of the second game confrontation, wherein the resource allocation information is the resources accumulated by the game player in the first game confrontation.
[0024] In an optional embodiment of this application, the method further includes:
[0025] During the second round of the second game competition, in response to the settlement condition that a player changes from a living state to a dead state, the settlement is performed on the player who is in a dead state;
[0026] The score obtained by a player who is in a dead state will be added to the player's total account score.
[0027] In an optional embodiment of this application, the method further includes:
[0028] During the first round of the second game confrontation, in response to the condition that a player who has confirmed replaying the second game confrontation and is in a dead state should switch the interface, the player who has confirmed replaying the second game confrontation and is in a dead state should switch to another interface, and the character battle information of the first round of the second game confrontation should be displayed in real time on the other interface.
[0029] In an optional embodiment of this application, the method further includes:
[0030] During the first round of the second game competition, in response to the condition that the player who is playing the second game competition again and is in a dead state is pre-training for the second game competition, the player who is playing the second game competition again and is in a dead state enters the pre-training scenario for the second game competition to train.
[0031] Secondly, embodiments of the present invention also provide a game display control device, the device comprising:
[0032] The second-stage module is used to, during the first game confrontation phase in a virtual scene controlled by multiple players, respond to a first condition that the number of surviving controlled virtual characters reaches a set number, or a second condition that the safe activity range in the virtual scene shrinks to a set size range, and based on the safe activity range in the virtual scene, use the controlled virtual characters that survived the first game confrontation phase to conduct a first round of the second game confrontation phase; wherein, during the first game confrontation phase, the safe activity range in the virtual scene continuously shrinks, and virtual damage is continuously applied to controlled virtual characters that are not within the safe activity range;
[0033] The second replay module is used to, during the first round of the second game confrontation, respond to the condition that all the controlled virtual characters controlled by the player who replayed the second game confrontation have changed from a living state to a dead state, and based on the safe activity range, use the controlled virtual characters controlled by the player who replayed the second game confrontation to conduct the second round of the second game confrontation.
[0034] Thirdly, embodiments of the present invention also provide an electronic device, including: a processor, a memory, and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the steps of the display control method of the game as described above.
[0035] Fourthly, embodiments of the present invention also provide a computer-readable storage medium storing a computer program, wherein the computer program, when executed by a processor, performs the steps of the display control method for the game as described above.
[0036] The embodiments of the present invention bring the following beneficial effects:
[0037] This invention provides a game display control method, device, electronic device, and storage medium. In this method, during a first game confrontation phase in a virtual scene controlled by multiple players, in response to a first condition that the number of surviving controlled virtual characters reaches a set number, or a second condition that the safe activity range in the virtual scene shrinks to a set size range, a first round of a second game confrontation phase is conducted using the surviving controlled virtual characters from the first game confrontation phase, based on the safe activity range in the virtual scene. During the first game confrontation phase, the safe activity range in the virtual scene continuously shrinks, and virtual damage is continuously applied to controlled virtual characters outside the safe activity range. During the first round of the second game confrontation phase, in response to confirmation of replaying the second game confrontation phase... The second round of the second game's second combat phase begins when all the player-controlled virtual characters in the previous phase have transitioned from a living to a dead state. Based on a safe activity range, players who have confirmed their participation in this second combat phase can then use these players to replay the second phase. This eliminates the need for players to wait until the current game ends, reducing waiting time, lowering server load, and improving overall game efficiency. Furthermore, by ensuring a sufficient number of players replaying the second combat phase, the previous final round can be recreated to the greatest extent possible, enhancing player activity and overall gaming experience.
[0038] Other features and advantages of this disclosure will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.
[0039] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0040] 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.
[0041] Figure 1 One of the flowcharts for a game display control method provided in an embodiment of the present invention;
[0042] Figure 2 A second flowchart illustrating a game display control method provided in an embodiment of the present invention;
[0043] Figure 3 This is one of the structural schematic diagrams of a game display control device provided in an embodiment of the present invention;
[0044] Figure 4 A second schematic diagram of a game display control device provided in an embodiment of the present invention;
[0045] Figure 5 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0046] 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.
[0047] Currently, in most online games, such as multiplayer online games, players only have one chance to play per match. This means that once a player is defeated, they cannot immediately participate in the current game and must start a new one. However, players may want to recreate the elimination phase of the match without affecting the current one. But replaying requires the current match to completely end, which is a long wait for players eliminated early, wasting their time and potentially increasing server load, leading to lower game efficiency. Furthermore, replaying usually involves random matchmaking, making it difficult to quickly find players from the previous match and recreate the final circle. While some games offer invitations for replays, the process is cumbersome and can lead to player churn.
[0048] Based on this, the game display control method, device, electronic device and storage medium provided in the embodiments of the present invention can improve the overall operating efficiency of the game, reduce the operating load of the server, and restore the previous final round to the greatest extent, thereby improving the game activity and game experience of the players.
[0049] The display control method of this game can be applied to devices that enable human-computer interaction, such as computers, mobile phones, tablets, and servers, and is especially suitable for computer games or mobile games.
[0050] To facilitate understanding of this embodiment, a game display control method disclosed in this embodiment of the invention will first be described in detail.
[0051] The game in this embodiment can be a tactical competitive game, taking battle royale games as an example. The game in this embodiment can be a mobile game, a PC game, or a console game.
[0052] Specifically, the game provided in this embodiment may include multiple different game factions, each game faction includes a player controlling at least one corresponding controlled virtual character, and controlled virtual characters belonging to different factions may have different identities; among them, controlled virtual characters belonging to the same faction may help each other to complete the faction's tasks together; controlled virtual characters belonging to different factions may attack each other to complete their own faction's tasks and prevent the other faction from completing the other faction's tasks.
[0053] A controlled virtual character refers to a virtual object that can be controlled within a virtual environment. Optionally, this virtual object can be a virtual character, an anime character, etc. This virtual object is a character controlled by the player through an input device; optionally, it is a virtual character that competes in the virtual environment. Optionally, the number of virtual objects battling in the virtual environment is preset. In one possible implementation, the player can control the controlled virtual character to move within the virtual environment, for example, to run, jump, crawl, etc., and can also control the controlled virtual character to use skills and virtual items provided by the application to fight against other virtual characters.
[0054] A virtual scene is a virtual environment displayed (or provided) by an application while it is running on a terminal or server. Optionally, this virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be either a two-dimensional or three-dimensional virtual scene, and can include elements such as sky, land, or ocean, with the land including environmental elements such as deserts and cities. The virtual scene is a scenario where the user controls the complete game logic of a virtual character. For example, the activities of a controlled virtual character in a virtual game environment may include, but are not limited to, at least one of the following: walking, running, jumping, rolling, lying down, releasing skills, and using items. Here, the controlled virtual characters active in the virtual game environment include not only those controlled by players but also other non-player-controlled virtual characters.
[0055] This embodiment discloses a game display control method in one embodiment, which can run on a terminal device or a server. The terminal device can be a local terminal device. When the display control method runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices. When the display control method runs on a terminal device, the game can be a single-player game.
[0056] 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 display control methods are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. 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 terminal device performing display control is 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.
[0057] In an alternative implementation, the terminal device can be a local terminal device. 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, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0058] Example 1:
[0059] Please see Figure 1 , Figure 1 One of the flowcharts for a game display control method provided in an embodiment of the present invention is as follows: Figure 1 As shown, the display control method includes the following steps:
[0060] S110. During the first game confrontation phase in a virtual scene, where multiple players control controlled virtual characters, the system responds to a first condition that the number of surviving controlled virtual characters reaches a set number, or a second condition that the safe activity range in the virtual scene shrinks to a set size range. Based on the safe activity range in the virtual scene, the system uses the surviving controlled virtual characters from the first game confrontation phase to conduct a first round of the second game confrontation phase. During the first game confrontation phase, the safe activity range in the virtual scene continuously shrinks, and virtual damage is continuously applied to controlled virtual characters that are not within the safe activity range.
[0061] S120. During the first round of the second game confrontation, in response to the condition that all the controlled virtual characters controlled by the players who have confirmed that they have replayed the second game confrontation have changed from a living state to a dead state, based on the safe activity range, the second round of the second game confrontation is conducted using the controlled virtual characters controlled by the players who have confirmed that they have replayed the second game confrontation.
[0062] The game provided in this embodiment includes a first game competition phase and a second game competition phase. The virtual scene can also be divided according to different game competition phases, such as a first virtual scene and a second virtual scene. The first game competition phase can take place in the first virtual scene, where a preset number of players are required to start the first game competition phase; the second game competition phase can take place in the second virtual scene, where a set number of players are required to start the second game competition phase; wherein the preset number is greater than the set number.
[0063] The first game confrontation phase refers to the phase in which players who have completed the game preparation phase compete against each other in the first virtual scene; the second game confrontation phase refers to the phase in which players who survived the first game confrontation phase compete against each other in the second virtual scene. The second game confrontation phase can only be entered after the first game confrontation phase ends. The first game confrontation phase is activated when the number of players who have completed the game preparation phase reaches a preset number, and the second game confrontation phase is activated when the number of players who survived the first game confrontation phase reaches a set number, and the preset number is greater than the set number.
[0064] Here, during the first game confrontation phase, the safe activity area in the virtual scene continuously shrinks, and virtual damage is continuously inflicted on controlled virtual characters outside the safe activity area. During the second game confrontation phase, the safe activity area in the virtual scene no longer shrinks. Consequently, the free activity space in the first virtual scene is larger than the free activity space in the second virtual scene, and the free activity space in the second virtual scene is within the free activity space of the first virtual scene.
[0065] Taking a battle royale game as an example, in the initial stages of the game, 100 players are dropped onto an island by plane. Initially, they have no supplies and are scattered across the island, using the various weapons and items available to eliminate others. As time passes, poison gas spreads, and the safe zone on the island shrinks. Certain areas are bombed. When only the third or fourth-to-last circular safe zone remains, or the safe zone corresponding to 10 players remaining, this is the final circle. The final circle is tense and exciting, the climax of the entire game, taking up a small portion of the total game time. Only one person or team survives and wins in the final circle. Like other game stages, the final circle offers only one chance; elimination ends the game immediately, and a new match begins. Players who finally make it to the final circle may quickly lose if they make even the slightest mistake, forcing them to start a new game. This prevents them from fully experiencing the most intense and exciting parts of the game, as they end up spending a lot of time repeatedly going through the relatively mundane early stages. Furthermore, replaying games often results in them not being able to find the same players they encountered in the final circle, leading to a relatively poor gaming experience.
[0066] The game display control method provided in this application allows gamers to relive the final round, extending the experience time of the most intense and exciting part of the game and enhancing the player's gaming experience.
[0067] It should be added that the first game competition stage is all the game stages except for the final circle, and the virtual scene where these game stages are located is the first virtual scene; the second game competition stage is the final circle stage, and the virtual scene where the final circle stage is located is the second virtual scene; the preset number corresponds to 100 players, and the second preset number corresponds to 10 players.
[0068] The following describes each of the exemplary steps provided in the embodiments of this application, taking the application of the above display control method to a terminal device as an example.
[0069] It should be noted that before step S110, in response to the condition that the number of players who have completed the game preparation stage reaches a preset number, the controlled virtual characters controlled by the multiple players who have completed the game preparation stage will conduct the first game confrontation in the virtual scene.
[0070] In this embodiment, the condition that the number of players who have completed the game preparation phase reaches a preset number is used to control the start of the game, that is, to control the start of the first game confrontation phase. This can be understood as players sending a game start request to the server via their terminal devices. After receiving the game start request, the server determines whether the received player's start request meets the game start conditions. If it does, the server controls the start of the game. Specifically, the game start conditions (start conditions for the first game confrontation phase) may include the following: the number of players participating in the game meets the preset number requirement, such as 100, 120, or 140 players participating in the game; the online time of the controlled virtual character participating in the game does not exceed the preset limit time stipulated by the game. For example, to prevent players from playing for too long and affecting their eyesight, the server sets a preset limit time. If the online time exceeds this preset limit time, the server will force the player to exit the game.
[0071] In step S110, during the first game confrontation phase in a virtual scene, where multiple players control controlled virtual characters respectively, in response to a first condition that the number of surviving controlled virtual characters reaches a set number, or a second condition that the safe activity range in the virtual scene shrinks to a set size range, a first round of the second game confrontation phase is conducted using the controlled virtual characters that survived the first game confrontation phase, based on the safe activity range in the virtual scene; wherein, during the first game confrontation phase, the safe activity range in the virtual scene continues to shrink, and virtual damage is continuously applied to controlled virtual characters that are not within the safe activity range.
[0072] In this step, the condition for transitioning from the first game confrontation phase to the first round of the second game confrontation phase can be either that the number of surviving controlled virtual characters reaches a set number, or that the safe activity area within the virtual scene shrinks to a set size. During the first game confrontation phase, if the number of surviving controlled virtual characters controlled by the surviving players in the first game confrontation phase reaches the set number, or the safe activity area within the virtual scene shrinks to a set size, then the first round of the second game confrontation phase is triggered. The second game confrontation phase always takes place within the safe activity area of the virtual scene, regardless of how many rounds the second game confrontation phase involves.
[0073] In step S120, during the first round of the second game confrontation, in response to the condition that all the controlled virtual characters controlled by the player who replayed the second game confrontation have changed from a living state to a dead state, based on the safe activity range, the second round of the second game confrontation is conducted using the controlled virtual characters controlled by the player who replayed the second game confrontation.
[0074] In this step, during the first round of the second game confrontation, in response to the condition that all the controlled virtual characters controlled by the players who confirmed that they had replayed the second game confrontation in the first round of the second game confrontation have changed from a living state to a dead state, the second round of the second game confrontation is conducted using the controlled virtual characters controlled by the players who confirmed that they had replayed the second game confrontation within the safe activity range.
[0075] Here, once it's confirmed that all the controlled virtual characters of the players replaying the second game's competitive phase have transitioned from a living state to a dead state, the second round of the second game's competitive phase can begin. The virtual scene, resource allocation information, and start conditions are the same as the first round. However, because the players participating in the replay are all real players with varying skill levels, the competitive process in the second round will differ from the first. It's not a simple replay experience; it's equivalent to restarting a new second game's competitive phase. Furthermore, during the second round, the settlement for dead players is performed directly. This settlement refers to the settlement of a single second round of the second game's competitive phase. In other words, during the second round, in response to the settlement condition of a player transitioning from a living state to a dead state, the settlement is performed for players in a dead state.
[0076] Furthermore, before initiating the second round of the second game's competitive phase, it is necessary to determine whether the conditions for activating the replay mechanism are met. The activation conditions can be: if the proportion of players who have replayed the second game's competitive phase before the first round reaches a predetermined percentage, then the replay mechanism is activated. The replay mechanism indicates that players who have replayed the second game's competitive phase are engaging in a second round of the second game's competitive phase.
[0077] In this step, the set ratio can be limited according to the actual situation, and is not limited here. The replay mechanism is used to indicate that the controlled virtual character of the player who confirms the replay of the second game confrontation will participate in a second round of the second game confrontation. In other words, the replay mechanism can indicate that the second game confrontation will be restarted in this game.
[0078] In one specific embodiment, if it is confirmed before the first round of the second game confrontation that the number of times the controlled virtual character controlled by the player replays the second game confrontation reaches a set ratio, then the replay mechanism is activated.
[0079] For example, the decision to activate the replay mechanism is made before the start of the first round of the second game. Players choose whether to activate the replay mechanism upon entering the first round. If they choose "Yes," they cannot change their choice or participate in other game matches. All players must make their choice within a predetermined timeframe, such as 10 seconds. If no player chooses, they are not considered to participate until the replay mechanism is activated and the second game round is completed. This ensures the certainty of the replay mechanism's activation. Specifically, if the number of players choosing "Yes" reaches a set percentage of the initial number of players in the final circle, the replay mechanism for the final circle is activated, and the replayed final circle will restart after all players who chose "Yes" have finished their matches. If the number of players choosing "Yes" is less than the set percentage, the replay mechanism for the final circle is not activated, but players who chose "Yes" will be matched to other second game rounds for replay.
[0080] Furthermore, when the number of replays reaches a set percentage, a prompt message indicating that the replay mechanism has been activated is sent to the player who confirms the replay of the second game's competitive phase.
[0081] Here, before players enter the second game battle phase in the first round, the server can send a prompt message indicating that the replay mechanism has been activated to players who have confirmed that they want to replay the second game battle phase.
[0082] For example, when the number of players who chose "Yes" reaches a set percentage of the initial number of players in the final round, and the replay mechanism is confirmed to be enabled, the server will send the message "Confirm Replay Mechanism Enabled" to the players who chose "Yes" so that these players know that the replay mechanism will be enabled again after all players who chose "Yes" have finished their matches.
[0083] The notification message can be a voice message or a text message. For example, after confirming that the replay mechanism has been enabled, a voice message saying "Confirm replay mechanism enabled" can be sent to the player who has confirmed that the replay mechanism has been enabled; or, a text message saying "Confirm replay mechanism enabled" can be displayed directly on the player's game interface.
[0084] Taking a battle royale game as an example, when the game enters the final circle, there are 10 players. All 10 players will receive a notification informing them that they have entered the final circle and have the opportunity to replay it. They can choose whether to participate. If more than 5 players choose "yes", the replay mechanism will be activated, and the replay of the final circle will restart after all players who chose "yes" have finished their matches. If fewer than 5 players choose "yes", the replay mechanism for the current final circle will not be activated.
[0085] Once the replay mechanism is confirmed to be enabled, meaning a second round of the second game will begin, it is necessary to determine whether the number of replays of the controlled virtual characters by the players participating in the second round has reached the set number to determine if the game start conditions are met. If met, the second round of the second game will begin directly; otherwise, the fixed number of participants for the second game must be restored before starting the second round of the second game.
[0086] Once the replay mechanism for this game is confirmed to be enabled, when replaying the second round of the second game confrontation phase, it is necessary to determine whether the number of replays of the controlled virtual character controlled by the player confirming the replay of the second game confrontation phase is the same as the set number corresponding to the start of the second game confrontation phase.
[0087] When it is confirmed that the number of times the controlled virtual character of the player who replayed the second game battle round is the same as the set number, the second round of the second game battle round will be started in the following manner:
[0088] In response to the third condition that the number of times the controlled virtual character controlled by the player who confirmed the replay of the second game confrontation reaches a set number, a second round of the second game confrontation is conducted using the controlled virtual character controlled by the player who confirmed the replay of the second game confrontation, based on a safe activity range.
[0089] In this step, once all players in the second game battle round have confirmed that they will replay the second game battle round, and all players in the second game battle round will change from a living state to a dead state, then these players will restart the second round of the second game battle round. In the second round of the second game battle round, although the players, game characters, and the virtual scene where the second game battle round is held remain the same, the game characters corresponding to each player have changed. This causes the game battle situation in the second round of the second game battle round to change compared to the first round of the second game battle round. That is, the second round of the second game battle round is not a simple replay of the first round of the second game battle round.
[0090] If it is confirmed that the number of times the controlled virtual character of the player who replayed the second game battle round is different from the second set number, the second round of the second game battle round will be started in the following manner:
[0091] When the number of times the controlled virtual characters controlled by the players who replayed the second game battle round is confirmed to be less than the set number, in response to the fourth condition that the sum of the number of matches and the number of replays of the controlled virtual characters controlled by the matched players participating in the second game battle round reaches the set number, based on the safe activity range, a second round of the second game battle round is conducted using the controlled virtual characters controlled by the players who replayed the second game battle round and the controlled virtual characters controlled by the matched players.
[0092] In this context, "matching players" refers to players who are confirmed to participate in the second game's competitive phase when the number of times the controlled virtual character controlled by the player who confirmed to replay the second game's competitive phase is insufficient to meet the set limit. These other players include players who are in different game matches from the player who confirmed to replay the second game's competitive phase and have chosen to participate in the second game's competitive phase, or players who are in the same game match as the player who confirmed to replay the second game's competitive phase and were eliminated in the first game's competitive phase.
[0093] In this step, players confirmed to participate in the second game competition can be matched directly from players in different game matches who have chosen to participate in the second game competition, or from players in the same game match who were eliminated in the first game competition. For example, they can be matched from players who have chosen to participate in the second game competition and are in the correct stage of the game; they can also be matched from players who have chosen to participate in the second game competition and are currently in a game match. However, a "Confirm Participation" prompt message needs to be added to the players who have chosen to participate in the second game competition to ask if they are willing to participate in the second game competition immediately. If they are willing, they can be immediately matched into the second game competition and replay the second game competition.
[0094] Here, you can also match players based on the waiting time other players have chosen to replay the second game of the current match. The longer the waiting time, the more likely that player will be matched into the ongoing second game of the current match.
[0095] For example, the conditions for replaying the final circle to restore the number of players are as follows: Priority is given to replaying the final circle of the current game for players who have already chosen this option. This allows for matchmaking with players from the previous game, maximizing the recreation of the previous final circle. This makes replaying more meaningful for the current player. Therefore, if the number of players choosing to replay exceeds a preset ratio (e.g., half), all players who have chosen to replay will definitely replay the final circle of the current game. The remaining players will be matched to fill the gap through the "final circle replay fill-in" matchmaking mode. For games where the number of players choosing to replay is less than the preset ratio (e.g., half), all players who have chosen to replay will be mixed and matched. Matches with more selected players and longer waiting times will be matched first, while games with fewer selected players and longer waiting times will be matched to other games' final circles.
[0096] Here, the "Final Circle Replay Filling" matchmaking mode includes: First, players who are missing from the final circle replay (more than half but not all) can be matched from outside the game, restoring the replay segment in terms of the number of players; Second, some outside players can choose to start the game directly from the final circle, giving players who like the challenge of the final circle more options.
[0097] Current multiplayer competitive games allow for replays from a single player's perspective. Artificial intelligence logic controls the execution order and skill level of virtual characters (excluding the replaying character) in historical matches, aiming to realistically recreate their performance. However, in this scenario, players can only train a specific character's reaction time and dexterity in specific situations. Each replay is identical and repetitive, requiring the current game to completely end before a replay can occur. This can lead to tedium and a lack of unknown challenge, resulting in low player engagement and a poor overall gaming experience.
[0098] Based on this, in this embodiment of the application, before the second round of the second game confrontation begins, game roles are assigned to players who have confirmed that they will be replaying the second game confrontation according to the priority of game role allocation, so that the game roles assigned to players who have confirmed that they will be replaying the second game confrontation are different from the game roles they played in the first round of the second game confrontation.
[0099] Here, before the second round of the second game's combat phase begins, the allocation priority for game characters needs to be pre-defined for each player. The resource allocation information determined for each game character in the first round of the second game's combat phase remains unchanged during allocation. Specifically, the resource allocation information for each game character in the first round of the second game's combat phase is the same as that in the second round. This resource allocation information consists of the resources accumulated by the player in the first round of the second game's combat phase, including weapons, vehicles, consumables, and other resources picked up by the game character in the first round. Thus, when the game character enters the second round of the second game's combat phase, the resource allocation information on that character remains unchanged, regardless of how many times the second round of the second game's combat phase is played.
[0100] Meanwhile, before the second round of the second game competition begins, each player needs to be reassigned a game role. Although the resource allocation information of the game role remains the same, the game role corresponding to the player has changed. When assigning game roles to players, the game roles can be assigned to players who have confirmed that they will be replaying the second game competition according to the allocation priority, thereby achieving a rational allocation of roles.
[0101] In this way, since the game characters assigned to players replaying the second round of the game are different from those in the first round, and all players participating in the second round are real players, multiple real players using the same game characters in the replay of the second round will have different skill levels for each real player with different characters. Therefore, the outcome of the game is also unknown. This allows players to better experience the second round of the game, thereby increasing player activity and improving the overall game experience.
[0102] Therefore, when assigning game roles to players who have confirmed they are replaying the second round of the second game, it is necessary to consider their performance in the first round of the second game to accelerate the game's progress and enhance its competitiveness. Specifically, the allocation priority is determined using one of the following methods:
[0103] (1) Determined based on the controlled virtual characters killed by the game player in the first round of the second game confrontation;
[0104] (2) The decision is based on the controlled virtual character that caused the most damage among the multiple controlled virtual characters killed by the player in the first round of the second game confrontation;
[0105] (3) Determined based on the correspondence between the game player with the shorter survival time of the controlled virtual character and the controlled virtual character with the highest final ranking in the first round of the second game confrontation.
[0106] It should be noted that the allocation priority can be determined in the above three ways. When the above three methods exist at the same time, the allocation priority is determined for the game player in the order of priority from method (1) to method (3), and then the game player is assigned a game role.
[0107] For method (1), the allocation priority is determined based on the controlled virtual characters killed by the game player in the second game confrontation stage of the first round.
[0108] Specifically, if the controlled virtual character controlled by the player only kills one other player's controlled virtual character in the first round of the second game confrontation, then in the second round of the second game confrontation, the player will be given priority to be assigned the game character corresponding to the controlled virtual character killed in the first round of the second game confrontation.
[0109] This allows players to experience the game character corresponding to the controlled virtual character they killed in the first round of the second round of the second game, enabling them to empathize from the perspective of the "victim." Experiencing the game from the opponent's perspective again increases its mystery, uncertainty, and novelty.
[0110] At the same time, since the player has killed the game character, the player may have a better understanding of the character's characteristics. This allows the player to overcome the character's weaknesses as much as possible to avoid being killed by the opponent, thus improving the player's experience and enjoyment to varying degrees.
[0111] Furthermore, since the resource allocation information for each game character in the first and second rounds of the second game is the same—based on the resources accumulated by the players in the first round—the resource allocation information for each character remains unchanged throughout the two rounds. However, because players accumulate different resources in the first round, the resources accumulated by the controlled virtual characters they control will also differ. This difference in resource accumulation may result in some characters dealing higher damage than others. Consequently, the controlled virtual characters of other players who are eliminated by the player in the first round might be eliminated due to their lower damage output. Therefore, in the second round, the player in the first round can experience the characters of the eliminated virtual characters, which tests their skills and adds a challenge, accelerating the game's progress and increasing its competitiveness.
[0112] For method (2), the priority of allocation is determined based on the controlled virtual character that causes the most damage among the multiple controlled virtual characters killed by the player in the first round of the second game confrontation.
[0113] Specifically, if the controlled virtual character controlled by the player kills multiple controlled virtual characters controlled by other players in the first round of the second game confrontation, then in the second round of the second game confrontation, the player will be given priority to be assigned the game character corresponding to the controlled virtual character that caused the most damage among the multiple controlled virtual characters killed in the first round of the second game confrontation.
[0114] In this way, assigning the player the game character corresponding to the controllable virtual character that caused the most damage among the multiple controlled virtual characters killed in the first round of the second game allows the player to experience that character again in the second round. This allows the player to experience the game from the perspective of the opponent who caused the most damage, increasing the game's challenge, mystery, unpredictability, and novelty. Furthermore, because the player caused the most damage to that character, they are likely to have a better understanding of that character's characteristics. This allows the player to overcome the character's weaknesses to avoid being killed, thus enhancing the player's overall experience and enjoyment.
[0115] Here, the allocation principle and technical effect of method (2) are quite similar to those of method (1), and will not be repeated here.
[0116] For method (3), the allocation priority is determined based on the correspondence between the game player of the controlled virtual character with a shorter survival time and the controlled virtual character with the highest final ranking in the first round of the second game confrontation.
[0117] Here, the game players are sorted in ascending order of survival time to obtain the first ranking list. The final ranking of the game characters in the second game competition is sorted in descending order of survival time to obtain the second ranking list. In this way, when assigning game characters to players in the second round of the second game competition, players with the same ranking in the first and second ranking lists are matched with game characters.
[0118] Specifically, during the second round of the second game competition, the game characters corresponding to the controlled virtual characters with shorter survival times are assigned to the controlled virtual characters who ranked higher in the first round of the second game competition; and the game characters corresponding to the controlled virtual characters with longer survival times are assigned to the controlled virtual characters who ranked lower in the first round of the second game competition.
[0119] In cases where the controlled virtual character is eliminated due to the low damage of the corresponding game character, this allocation of game characters allows the controlled virtual character with a shorter survival time in the first round of the second game battle to use a more "powerful" game character in the second round of the second game battle. This can further train the player's operation skills and improve the game experience of the player whose controlled virtual character is the corresponding game character.
[0120] Furthermore, during the second game's competitive phase, players can switch to different opponents' characters and experience the game from their perspective, increasing the game's mystery, uncertainty, and novelty.
[0121] Here, the allocation principle and technical effect of method (3) are quite similar to those of method (1), so they will not be repeated here.
[0122] Furthermore, in the second round of the second game confrontation, when assigning game roles to players, the priority of allocation can be determined based on the players' origins. The players' origins include those from the previous second game confrontation, the first game confrontation, and those outside the current game. For players from the previous second game confrontation, game roles are assigned according to methods (1) to (3); for players from the first game confrontation, game roles are assigned according to method (3); and for players outside the current game, game roles are assigned randomly. This ensures the balance of the replay mechanism to a certain extent, as well as the fun of experiencing the game again from the opponent's perspective.
[0123] In this embodiment, for players who have confirmed they are replaying the second game phase in the first round of the second game phase, if they are eliminated first in this round, they can switch to other interfaces (such as viewing weapon backpacks) to wait and receive real-time information on character eliminations in the game; or they can choose to enter the replay game first and practice with other players who have already entered. They can freely choose the characters to practice with, and when the replay phase officially starts, they will be restored to the initial moment of the second round of the second game phase (the initial moment of the final circle).
[0124] For example, during the first round of the second game confrontation, in response to the condition that a player who has confirmed that he is replaying the second game confrontation and is in a dead state should switch the interface, the player who has confirmed that he is replaying the second game confrontation and is in a dead state should switch to another interface, and the character battle information in the first round of the second game confrontation should be displayed in real time on the other interface.
[0125] Other interfaces include the weapon configuration interface, the battle map interface, and the mission viewing interface.
[0126] Here, after the terminal device responds to the interface switching operation performed by the player, the server responds to the interface switching condition, allowing the player who has confirmed replaying the second game's competitive phase and is currently in a dead state to switch to another interface. This other interface displays the character battle information from the first round of the second game's competitive phase in real time. The character battle information includes the player's corresponding character's death information and the winning player's performance information, including the number of kills, the gold coin reward earned, and the score.
[0127] Other interfaces include weapon configuration interfaces, battle map interfaces, and daily quest viewing interfaces, to prevent players from getting bored while waiting, to make full use of their waiting time, and to improve their gaming experience.
[0128] Furthermore, once a player who has confirmed that they are replaying the second game's competitive phase has changed from a living state to a dead state, they can switch to another interface to pass the waiting time. This interface will also display the character battle information from the first round of the second game's competitive phase in real time. This will allow players who have confirmed that they are replaying the second game's competitive phase and are in a dead state to receive the character battle information in a timely manner. Consequently, players in a dead state can promptly enter the replay of the second round of the second game's competitive phase.
[0129] Here, the real-time character battle information displayed in other interfaces can be shown as a pop-up on one side of the graphical user interface; or it can only show the battle record of the player who ultimately wins and send the battle record of the player who ultimately wins to the main interface currently viewed by the player, or it can be displayed as a voice prompt.
[0130] For example, during the first round of the second game competition, in response to the condition that a player who has replayed the second game competition and is in a dead state is pre-training for the second game competition, the player who has replayed the second game competition and is in a dead state enters the pre-training scenario for the second game competition to train.
[0131] Here, after the terminal device responds to the pre-training operation performed by the game player after entering the replay game, the server responds to the conditions for pre-training for the second game confrontation phase, causing the game player who is in a dead state while replaying the second game confrontation phase to enter the pre-training scenario for the second game confrontation phase for training, and after confirming that all game players who are replaying the second game confrontation phase are dead, the second round of the second game confrontation phase begins.
[0132] The pre-training scenario and the virtual scenario corresponding to the second game competition stage are identical in terms of setup and free movement space, meaning that the pre-training scenario can be considered a copy of the virtual scenario corresponding to the second game competition stage.
[0133] In this system, eliminated players can practice with other players already in the pre-training scenario. During practice, players can freely choose their practice characters, and while there are no scores awarded, this free choice improves their familiarity with those characters. This, in turn, enhances their reaction time and dexterity in specific situations, allowing them to address weaknesses and achieve better results in subsequent games. Furthermore, training with practice characters also improves players' overall operational skills.
[0134] Here, once it's confirmed that all players replaying the second round of the game have transitioned from a surviving state to a dead state, the second round of the second game begins. Upon the official start of the second round of the second game, the game state is restored to its initial state (the initial state of the final circle). This restoration to the initial state of the second round of the second game can be achieved using a database snapshot.
[0135] In a preferred embodiment, after step S120, during the second round of the second game competition, in response to the settlement condition that a player changes from a living state to a dead state, a settlement is performed for the player in the dead state. The score obtained by the player in the dead state during the second round of the second game competition is accumulated into the player's total account score.
[0136] Here, the scores a player earns during the second round of the second game are valid and can be accumulated into the player's total account score, which can be used to improve their rank, etc.
[0137] In the second game replay, it's equivalent to each player starting a new round. The rewards are calculated from the beginning of this round. The rewards from the first game replay and the first round of the second game replay have already been settled upon the player's death. In the replay of the second game replay, the rewards from the first game replay and the first round of the second game replay are no longer calculated. Only the rewards from this round are considered to reflect the fairness of the players replaying the second game replay.
[0138] For example, in the replay final circle segment, players don't simply repeat their original character. This means the replay segment isn't just a simple repetition of the previous final circle, but rather gives each player the opportunity to experience it again from the perspective of a different opponent. The points earned by players participating in the replay final circle as different characters are ultimately credited to their own accounts. This method of replaying the final circle firstly addresses the issue of players spending too much time repeatedly experiencing the relatively mundane early stages of the game, resulting in a short experience of the most intense and exciting final circle. By increasing the experience time of the final circle, it enhances the player's overall game experience. Secondly, during the replay, players can switch to different opponent characters and experience the game from their perspective, increasing the game's mystery, unpredictability, and sense of novelty.
[0139] In summary, the game display control method provided in this application can not only improve the game activity of players and thus enhance their gaming experience, but also eliminate the need for players to wait until the current game match ends before starting a replay, reducing the waiting time for players when replaying, lowering the server load, maximizing the restoration of the previous final round, and improving the overall operating efficiency of the game.
[0140] Example 2:
[0141] In most current online games, replayability is possible from a single player's perspective. Artificial intelligence logic controls the execution order and skill level of virtual characters other than the player's replay character, aiming to realistically recreate their performance in historical matches. However, in this scenario, players can only train a specific character's reaction and operational skills in specific situations during replays. Each replay is identical and repetitive, requiring the current game to completely end before a replay can occur. This can lead to tedium and a lack of unknown challenge for players, and the long waiting time during replays increases server load, potentially resulting in lower game efficiency.
[0142] Based on this, this application provides a game display control method that can improve the overall running efficiency of the game, reduce the server's operating load, and maximize the restoration of the previous final round, thereby increasing the game player's activity and gaming experience.
[0143] Please see Figure 2 , Figure 2 This is a second flowchart illustrating a game display control method provided in an embodiment of this application. Figure 2As shown in the embodiments of this application, the game display control method includes:
[0144] S210. During the first game confrontation phase in a virtual scene, where multiple game players control controlled virtual characters respectively, the first round of the second game confrontation phase is carried out using the controlled virtual characters that survived the first game confrontation phase.
[0145] S220. During the first round of the second game confrontation, in response to the condition that all the controlled virtual characters controlled by the players who confirmed that they were replaying the second game confrontation have changed from a living state to a dead state, game characters are assigned to the players who confirmed that they were replaying the second game confrontation according to the priority of game character allocation, and the second round of the second game confrontation is conducted using the controlled virtual characters controlled by the players who confirmed that they were replaying the second game confrontation; wherein, the game characters assigned to the players who confirmed that they were replaying the second game confrontation are different from the game characters they played in the first round of the second game confrontation.
[0146] Here, the description of step S210 can be referred to the description of step S110, and will not be repeated here.
[0147] In one specific embodiment, the first round of the second game confrontation is conducted using the controlled virtual characters that survived in the first game confrontation phase. This includes: responding to a first condition that the number of surviving controlled virtual characters reaches a set number, or a second condition that the safe activity range in the virtual scene shrinks to a set size range, the first round of the second game confrontation is conducted using the controlled virtual characters that survived in the first game confrontation phase, based on the safe activity range in the virtual scene. The descriptions of the first and second conditions can be found in step S110 and will not be repeated here. In step S220, before the start of the second round of the second game confrontation phase, a game character is assigned to the player who is confirmed to be replaying the second game confrontation phase. Here, the game character assigned to the player is different from the player's game character in the first round of the second game confrontation phase. In this way, during the replay of the second game confrontation phase, the player can switch to the character of a different opponent and experience the game from the opponent's perspective, increasing the game's mystery, uncertainty, and novelty. Furthermore, the description of step S220 can be found in the description in Embodiment 1 regarding "assigning game roles to players who have confirmed replaying the second game confrontation stage according to the allocation priority of game roles, so that the game role assigned to the players who have confirmed replaying the second game confrontation stage is different from the game role of the players in the first round of the second game confrontation stage", and will not be repeated here.
[0148] In one specific embodiment, a second round of the second game confrontation is conducted using a controlled virtual character controlled by a player who has confirmed that the second game confrontation has been replayed. This includes: conducting a second round of the second game confrontation based on a safe activity range using a controlled virtual character controlled by a player who has confirmed that the second game confrontation has been replayed.
[0149] It should be noted that all the specific embodiments described in the previous embodiment (Embodiment 1) are also applicable to this embodiment (Embodiment 2), and will not be repeated here.
[0150] In the game display control method provided in this application embodiment, all players participating in the second game confrontation phase are real players. When multiple real players replay the second game confrontation phase, they simply use the same game characters as in the previous second game confrontation phase. Since each real player has different skill levels for different game characters, the outcome of the game is also unknown. This can maximize the restoration of the previous final round phase, allowing players to better relive this second game confrontation phase, thereby increasing player activity and improving the player's gaming experience. Furthermore, once it is confirmed that all players replaying the second game confrontation phase have changed from a living state to a dead state, the replay of the second game confrontation phase can be initiated using these players. This eliminates the need for players to wait until the current game ends before starting the replay, reducing player waiting time, lowering server load, and improving overall game efficiency.
[0151] Example 3:
[0152] Corresponding to Embodiment 1 of the above method, this embodiment of the invention proposes a game display control device, such as... Figure 3 As shown, the device 300 includes:
[0153] The second stage module 310 is used to, during the first game confrontation stage in a virtual scene controlled by multiple players, respond to a first condition that the number of surviving controlled virtual characters reaches a set number, or a second condition that the safe activity range in the virtual scene shrinks to a set size range, to conduct a first round of the second game confrontation stage using the controlled virtual characters that survived the first game confrontation stage, based on the safe activity range in the virtual scene; wherein, during the first game confrontation stage, the safe activity range in the virtual scene continuously shrinks, and virtual damage is continuously applied to the controlled virtual characters that are not within the safe activity range;
[0154] The second replay module 320 is used to, during the first round of the second game confrontation, respond to the condition that all the controlled virtual characters controlled by the player who replayed the second game confrontation have changed from a living state to a dead state, and based on the safe activity range, use the controlled virtual characters controlled by the player who replayed the second game confrontation to conduct a second round of the second game confrontation.
[0155] Furthermore, such as Figure 4 As shown, the device 300 also includes a replay activation module 330, which is used for:
[0156] If, before the first round of the second game confrontation begins, the proportion of the number of times a player controls a virtual character that has replayed the second game confrontation reaches a predetermined ratio, then the replay mechanism is activated. The replay mechanism is used to indicate that the virtual character controlled by a player who has replayed the second game confrontation will participate in the second round of the second game confrontation.
[0157] Optionally, the device 300 further includes a message notification module 340, which is used for:
[0158] When the proportion of the number of replays to the set number reaches the set proportion, a prompt message indicating that the replay mechanism has been activated is sent to the player who confirms that they want to replay the second game battle segment.
[0159] Optionally, the second replay module 320 is specifically used for:
[0160] In response to a third condition that the number of times the controlled virtual character controlled by the player who confirmed the replay of the second game confrontation phase has reached the set number, based on the safe activity range, the second round of the second game confrontation phase is conducted using the controlled virtual character controlled by the player who confirmed the replay of the second game confrontation phase.
[0161] Optionally, the second replay module 320 is also specifically used for:
[0162] When it is confirmed that the number of times the controlled virtual character controlled by the player who replayed the second game confrontation is less than the set number, in response to the fourth condition that the sum of the number of matches and the number of replays of the controlled virtual character controlled by the matched player participating in the second game confrontation reaches the set number, based on the safe activity range, the second round of the second game confrontation is conducted using the controlled virtual character controlled by the player who replayed the second game confrontation and the controlled virtual character controlled by the matched player.
[0163] The matched players are those players who have confirmed their participation in the second game battle phase, selected from other players when the number of times the controlled virtual character controlled by the player who confirmed their participation in the second game battle phase has not reached the set number. These other players include players who are in different game matches from the player who confirmed their participation in the second game battle phase and have chosen to participate in the second game battle phase, or players who are in the same game match as the player who confirmed their participation in the second game battle phase and were eliminated in the first game battle phase.
[0164] Optionally, the device 300 further includes a role assignment module 350, which is used for:
[0165] Before the second round of the second game competition begins, game roles are assigned to players who have confirmed they are replaying the second game competition according to the priority of game role allocation, so that the game role assigned to the players who have confirmed they are replaying the second game competition is different from the game role they played in the first round of the second game competition.
[0166] Optionally, the allocation priority may be determined by at least one of the following methods:
[0167] Determined based on the number of controlled virtual characters killed by players in the first round of the second game confrontation;
[0168] The decision is based on the controlled virtual character that caused the most damage among the multiple controlled virtual characters killed by the player in the first round of the second game confrontation;
[0169] The ranking is determined based on the correspondence between the players whose controlled virtual characters have shorter survival times and the controlled virtual characters that rank higher in the final round of the second game.
[0170] Optionally, the resource allocation information for each game character in the first round of the second game confrontation is the same as the resource allocation information for each game character in the second round of the second game confrontation, wherein the resource allocation information is the resources accumulated by the game players in the first game confrontation.
[0171] Optionally, the device 300 further includes a settlement module 360, which is used for:
[0172] During the second round of the second game competition, in response to the settlement condition that a player changes from a living state to a dead state, the settlement is performed on the player who is in a dead state;
[0173] The score obtained by a player who is in a dead state will be added to the player's total account score.
[0174] Optionally, the device 300 further includes an interface switching module 370, which is used for:
[0175] During the first round of the second game confrontation, in response to the condition that a player who has confirmed replaying the second game confrontation and is in a dead state should switch the interface, the player who has confirmed replaying the second game confrontation and is in a dead state should switch to another interface, and the character battle information of the first round of the second game confrontation should be displayed in real time on the other interface.
[0176] Optionally, the device 300 further includes a pre-training module 380, which is used for:
[0177] During the first round of the second game competition, in response to the condition that the player who is playing the second game competition again and is in a dead state is pre-training for the second game competition, the player who is playing the second game competition again and is in a dead state enters the pre-training scenario for the second game competition to train.
[0178] The game display control device provided in this embodiment of the invention has the same technical features as the game display control method provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects, and will not be described again here.
[0179] This invention also provides an electronic device for a display control method for running the aforementioned game; see [link to related documentation]. Figure 5 The diagram shows the structure of an electronic device 500. The electronic device 500 includes a processor 510, a memory 520, and a bus 530. The memory 520 stores machine-readable instructions executable by the processor 510. When the electronic device 500 is running, the processor 510 communicates with the memory 520 via the bus 530. The processor 510 executes the machine-readable instructions to perform actions such as... Figure 1 and Figure 2 The steps of the display control method for the game shown are as follows.
[0180] The memory 520 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk drive. Communication between this system network element and at least one other network element is achieved through at least one communication interface (wired or wireless), which can use the Internet, wide area network, local area network, metropolitan area network, etc. The bus 530 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc.
[0181] The processor 510 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 the processor 510 or by instructions in software form. The processor 510 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 readily available 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 520. The processor 510 reads information from memory 520 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0182] This invention also provides a computer-readable storage medium storing a computer program, which is executed by a processor as follows: Figure 1 and Figure 2 The steps of the display control method for the game shown are as follows.
[0183] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and / or device described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0184] 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.
[0185] If a function is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, or the part that contributes to the prior art, or a part 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, electronic device, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this 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.
[0186] 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.
[0187] Finally, it should be noted that the above-described 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 method for displaying and controlling a game, characterized in that, The method includes: During the first game confrontation phase in a virtual scene, where multiple players control controlled virtual characters, in response to a first condition that the number of surviving controlled virtual characters reaches a set number, or a second condition that the safe activity range in the virtual scene shrinks to a set size range, a first round of the second game confrontation phase is conducted using the controlled virtual characters that survived the first game confrontation phase, based on the safe activity range in the virtual scene; wherein, during the first game confrontation phase, the safe activity range in the virtual scene continuously shrinks, and virtual damage is continuously applied to controlled virtual characters that are not within the safe activity range; During the first round of the second game confrontation, in response to the condition that all the controlled virtual characters controlled by the players who replayed the second game confrontation have changed from a living state to a dead state, based on the safe activity range, the second round of the second game confrontation is conducted using the controlled virtual characters controlled by the players who replayed the second game confrontation. Before the second round of the second game confrontation begins, game characters are assigned to players who confirm their intention to replay the second game confrontation according to the allocation priority of game characters, so that the game characters assigned to players who confirm their intention to replay the second game confrontation are different from the game characters they played in the first round of the second game confrontation. The allocation priority is determined by at least one of the following methods: based on the number of controlled virtual characters killed by the player in the first round of the second game confrontation; based on the controlled virtual characters that caused the most damage among the multiple controlled virtual characters killed by the player in the first round of the second game confrontation; or based on the correspondence between players with controlled virtual characters that survived for a shorter time and the controlled virtual characters that ranked higher in the final ranking of the first round of the second game confrontation.
2. The method according to claim 1, characterized in that, The method further includes: If, before the first round of the second game confrontation begins, the proportion of the number of times a player controls a virtual character that has replayed the second game confrontation reaches a predetermined ratio, then the replay mechanism is activated. The replay mechanism is used to indicate that the virtual character controlled by a player who has replayed the second game confrontation will participate in the second round of the second game confrontation.
3. The method according to claim 2, characterized in that, The method further includes: When the proportion of the number of replays to the set number reaches the set proportion, a prompt message indicating that the replay mechanism has been activated is sent to the player who confirms that they want to replay the second game battle segment.
4. The method according to claim 2, characterized in that, Based on the aforementioned safe activity range, the steps of conducting the second round of the second game competition using a controlled virtual character controlled by a player who has been confirmed to be replaying the second game competition include: In response to a third condition that the number of times the controlled virtual character controlled by the player who confirmed the replay of the second game confrontation phase has reached the set number, based on the safe activity range, the second round of the second game confrontation phase is conducted using the controlled virtual character controlled by the player who confirmed the replay of the second game confrontation phase.
5. The method according to claim 2, characterized in that, Based on the aforementioned safe activity range, the steps of conducting the second round of the second game competition using a controlled virtual character controlled by a player who has been confirmed to be replaying the second game competition include: When it is confirmed that the number of times the controlled virtual character controlled by the player who replayed the second game confrontation is less than the set number, in response to the fourth condition that the sum of the number of matches and the number of replays of the controlled virtual character controlled by the matched player participating in the second game confrontation reaches the set number, based on the safe activity range, the second round of the second game confrontation is conducted using the controlled virtual character controlled by the player who replayed the second game confrontation and the controlled virtual character controlled by the matched player. The matched players are those players who have confirmed their participation in the second game battle phase, selected from other players when the number of times the controlled virtual character controlled by the player who confirmed their participation in the second game battle phase has not reached the set number. These other players include players who are in different game matches from the player who confirmed their participation in the second game battle phase and have chosen to participate in the second game battle phase, or players who are in the same game match as the player who confirmed their participation in the second game battle phase and were eliminated in the first game battle phase.
6. The method according to claim 1, characterized in that, The resource allocation information for each game character in the first round of the second game confrontation is the same as the resource allocation information for each game character in the second round of the second game confrontation. The resource allocation information is the resources accumulated by the game players in the first game confrontation.
7. The method according to claim 1, characterized in that, The method further includes: During the second round of the second game competition, in response to the settlement condition that a player changes from a living state to a dead state, the settlement is performed on the player who is in a dead state; The score obtained by a player who is in a dead state will be added to the player's total account score.
8. The method according to claim 1, characterized in that, The method further includes: During the first round of the second game confrontation, in response to the condition that a player who has confirmed replaying the second game confrontation and is in a dead state should switch the interface, the player who has confirmed replaying the second game confrontation and is in a dead state should switch to another interface, and the character battle information of the first round of the second game confrontation should be displayed in real time on the other interface.
9. The method according to claim 1, characterized in that, The method further includes: During the first round of the second game competition, in response to the condition that the player who is playing the second game competition again and is in a dead state is pre-training for the second game competition, the player who is playing the second game competition again and is in a dead state enters the pre-training scenario for the second game competition to train.
10. A display control device for a game, characterized in that, The device includes: The second-stage module is used to, during the first game confrontation phase in a virtual scene controlled by multiple players, respond to a first condition that the number of surviving controlled virtual characters reaches a set number, or a second condition that the safe activity range in the virtual scene shrinks to a set size range, and based on the safe activity range in the virtual scene, use the controlled virtual characters that survived the first game confrontation phase to conduct a first round of the second game confrontation phase; wherein, during the first game confrontation phase, the safe activity range in the virtual scene continuously shrinks, and virtual damage is continuously applied to controlled virtual characters that are not within the safe activity range; The second replay module is used to, during the first round of the second game confrontation, respond to the condition that all the controlled virtual characters controlled by the player who replayed the second game confrontation have changed from a living state to a dead state, and based on the safe activity range, use the controlled virtual characters controlled by the player who replayed the second game confrontation to conduct a second round of the second game confrontation. The role allocation module is used to assign game roles to players who have confirmed they are replaying the second round of the second game confrontation stage before the second round begins, according to the allocation priority of game roles, so that the game role assigned to the players who have confirmed they are replaying the second round of the second game confrontation stage is different from the game role they played in the first round of the second game confrontation stage; the allocation priority is determined by at least one of the following methods: based on the controlled virtual characters killed by the player in the first round of the second game confrontation stage; based on the controlled virtual characters that caused the most damage among the multiple controlled virtual characters killed by the player in the first round of the second game confrontation stage; or based on the correspondence between the player with the controlled virtual character with the shortest survival time and the controlled virtual characters that ranked high in the final stage of the first round of the second game confrontation stage.
11. An electronic device, characterized in that, include: The device includes a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the steps of the display control method for the game as described in any one of claims 1 to 9.
12. A computer-readable storage medium, characterized in that, The storage medium stores a computer program that, when executed by a processor, performs the steps of the display control method for the game as described in any one of claims 1 to 9.