A game display method, apparatus, and computer device
By displaying capture prompts on the game interface and switching between specific functional bases, the problem of insufficient flexibility of game bases is solved, the game's strategic depth and player experience are improved, and flexible resurrection functionality and computational resource conservation are achieved.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2022-02-17
- Publication Date
- 2026-05-26
AI Technical Summary
In existing technologies, the specific functional bases provided by games to players have low flexibility, resulting in insufficient game strategy and player experience.
By displaying capture notifications on the game interface, responding to player actions, switching captureable bases to specific functional bases, providing resurrection functionality, and displaying a successful capture notification on the interface, the flexibility and functionality of the bases are enhanced.
It enhances the game's strategic depth and player experience, allowing players to choose different bases to revive based on game progress and the opponent's layout, saving computing resources and improving game flow.
Smart Images

Figure CN116650962B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, specifically to a game display method, apparatus, and computer device. Background Technology
[0002] With the continuous development of computer equipment, computer games have become increasingly rich in content, with more complex plots and a wider variety of genres. For example, computer games can include strategy simulation games, shooting games, and real-time strategy games, among others. Some games provide players with specific functional bases where their virtual characters can revive, recover health, and avoid enemy attacks, etc. The inventors of this application have discovered through practical experience with current technology that the specific functional bases currently provided to players in games suffer from a lack of flexibility. Summary of the Invention
[0003] This application provides a game display method, apparatus, and computer device that can improve the flexibility of specific functional bases, thereby enhancing the game's strategy and the player's gaming experience.
[0004] This application provides a game display method, including:
[0005] The game interface is displayed, which includes at least a portion of the game scene and at least a portion of the virtual objects located in the game scene;
[0006] If the game scene includes an occupiable base of the current virtual object, an occupation prompt message for the occupiable base is displayed on the game interface;
[0007] In response to the capture operation of the captureable base, the captureable base is switched to a specific function base of the current virtual object, and a capture success prompt message is displayed on the game interface, wherein the specific function base provides the current virtual object with at least the function of resurrection.
[0008] Accordingly, embodiments of this application also provide a game display device, including:
[0009] The first display unit is used to display a game interface, the game interface including at least a portion of the game scene and at least a portion of the virtual objects located in the game scene;
[0010] The second display unit is used to display an occupation prompt message for the occupation base on the game interface if the game scene includes an occupation base of the current virtual object;
[0011] A switching unit is configured to, in response to an occupation operation on the occupation base, switch the occupation base to a specific function base of the current virtual object and display a successful occupation message on the game interface, wherein the specific function base provides the current virtual object with at least a resurrection function.
[0012] In one embodiment, the switching unit may include
[0013] The switching subunit is used to respond to a trigger operation on the occupation operation control, and when the trigger operation meets the preset occupation success conditions, switch the occupationable base to the specific functional base of the current virtual object.
[0014] In one embodiment, the switching unit may further include:
[0015] The progress determination subunit is used to determine the current virtual object's occupation progress of the occupiable base in response to a trigger operation on the occupation operation control.
[0016] The progress update subunit is used to update the occupation progress prompt information based on the occupation progress.
[0017] In one embodiment, the switching subunit may include:
[0018] The duration calculation module is used to calculate the duration of the trigger operation in response to the trigger operation operation control.
[0019] The duration switching module is used to switch the occupiable base to the specific functional base of the current virtual object when the duration of the operation reaches the preset duration threshold corresponding to the preset successful occupation condition.
[0020] In one embodiment, the game display device may further include:
[0021] The mode switching unit is used to switch the first display style of the base to a second display style, wherein the second display style indicates that the occupiable base is occupied by the current virtual object as a specific functional base.
[0022] In one embodiment, the mode switching unit may include:
[0023] A color transition subunit is used to transition the capable base from a first display color to a second display color when the current virtual object successfully occupies the capable base.
[0024] The fade-back subunit is used to fade the display color of the occupyable base back to the first display color when the current virtual object fails to occupy the occupyable base.
[0025] In one embodiment, the switching unit may include:
[0026] An operation switching subunit is used to switch the occupies a base to a specific functional base of the current virtual object in response to an operation that controls the current virtual object to acquire the occupation marker item from the occupiesable base.
[0027] In one embodiment, the switching unit may include:
[0028] The identifier switching subunit is used to switch the unclaimed status identifier of the occupiable base targeted by the occupation operation to an occupied status identifier in the map display area. The occupied status identifier is used to indicate that the occupiable base is occupied by the current virtual object as a specific functional base, wherein the occupiable base is one of the at least one unoccupied bases.
[0029] In one embodiment, the game display device may further include:
[0030] The original base switching unit is used to switch the occupied status identifier of the original specific functional base to the unclaimed status identifier in the map display area.
[0031] In one embodiment, the game display device may further include:
[0032] A location recognition unit is used to identify the location information of the current virtual object in the game scene;
[0033] The first base determination unit is used to determine a base in the vicinity of the current virtual object based on the location information of the current virtual object.
[0034] A base identification unit is used to identify the base and obtain the base's ownership information;
[0035] The second base determination unit is used to determine, based on the base ownership information, an unoccupied base as an occupiable base for the current virtual object.
[0036] In one embodiment, the second display unit may include:
[0037] The distance calculation subunit is used to calculate the distance information between the current virtual object and the base if the game scene includes a base that is not occupied by any virtual object;
[0038] The display subunit is used to display an occupation prompt message for the base on the game interface when the distance information meets a preset distance threshold.
[0039] This application also provides a computer program product or computer program that includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the methods provided in the various alternative embodiments described above.
[0040] Accordingly, embodiments of this application also provide a computer-readable storage medium storing instructions that, when executed by a processor, implement any of the game display methods provided in embodiments of this application.
[0041] This application embodiment can display a game interface, which includes at least a portion of the game scene and at least a portion of the virtual objects located within the game scene. If the game scene includes an occupiable base for the current virtual object, an occupation prompt message for the occupiable base is displayed on the game interface. In response to the occupation operation for the occupiable base, the occupiable base is switched to a specific functional base for the current virtual object, and a successful occupation prompt message is displayed on the game interface. The specific functional base provides at least a resurrection function for the current virtual object. Through the method proposed in this application embodiment, game players do not need to resurrect in a fixed location. Instead, they can select different occupiable bases as specific functional bases for resurrection based on the progress of the game and the opponent's layout, thus accelerating the game's progress and saving the computational resources required for a single game. Attached Figure Description
[0042] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0043] Figure 1 This is a schematic diagram of a game display method provided in an embodiment of this application;
[0044] Figure 2 This is a flowchart illustrating the game display method provided in an embodiment of this application;
[0045] Figure 3 This is a schematic diagram of a scenario for the occupation operation control provided in an embodiment of this application;
[0046] Figure 4 This is another scenario diagram of the occupation operation control provided in the embodiments of this application;
[0047] Figure 5 This is a schematic diagram of a scenario where the occupation progress notification information is provided in an embodiment of this application;
[0048] Figure 6 This is a schematic diagram of a scenario for the occupation notification information provided in an embodiment of this application;
[0049] Figure 7 This is another scenario illustration of the occupation prompt information provided in the embodiments of this application;
[0050] Figure 8 This is a schematic diagram of a scenario where an unoccupiable prompt message is provided in an embodiment of this application;
[0051] Figure 9 This is another scenario illustration of the occupation prompt information provided in the embodiments of this application;
[0052] Figure 10 This is a schematic diagram of a base switching scenario provided in an embodiment of this application;
[0053] Figure 11 This is another schematic diagram of a base switching scenario provided in the embodiments of this application;
[0054] Figure 12 This is another schematic diagram of a base switching scenario provided in the embodiments of this application;
[0055] Figure 13 This is a schematic diagram of the map display area provided in the embodiments of this application;
[0056] Figure 14 This is another scene diagram of the map display area provided in the embodiments of this application;
[0057] Figure 15 This is a schematic diagram of a game interface for teammates in the same faction provided in an embodiment of this application;
[0058] Figure 16 This is another schematic diagram of the game interface for teammates in the same faction provided in the embodiments of this application;
[0059] Figure 17 This is another flowchart illustrating the game display method provided in the embodiments of this application;
[0060] Figure 18 This is another schematic diagram of a base switching scenario provided in the embodiments of this application;
[0061] Figure 19 This is a schematic diagram of a scenario where an unoccupiable prompt message is provided in an embodiment of this application;
[0062] Figure 20 This is another flowchart illustrating the game display method provided in the embodiments of this application;
[0063] Figure 21 This is a schematic diagram of the structure of the game display device provided in the embodiments of this application;
[0064] Figure 22 This is a schematic diagram of the structure of the computer device provided in the embodiments of this application. Detailed Implementation
[0065] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. However, the described embodiments are only some embodiments of this application, and not all embodiments. All other embodiments obtained by those skilled in the art based on the embodiments of this application without creative effort are within the scope of protection of this application.
[0066] This application provides a game display method, which can be executed by a game display device integrated into a computer device. The computer device may include at least one of a terminal and a server. That is, the game display method proposed in this application can be executed by a terminal, a server, or jointly by a terminal and a server capable of communicating with each other.
[0067] The terminal can be a smartphone, tablet, laptop, personal computer (PC), smart home device, wearable electronic device, VR / AR device, in-vehicle computer, or other terminal device. The terminal device can also include a client, which can be a game application client, a browser client with a game program, or an instant messaging client, etc.
[0068] A server can be an interconnecting server between multiple heterogeneous systems or a backend server. It can also be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, and big data and artificial intelligence platforms, etc.
[0069] In one embodiment, such as Figure 1The game display device can be integrated into computer equipment such as terminals or servers to implement the game display method proposed in this application. Specifically, the computer device 10 can display a game interface, which includes at least a portion of the game scene and at least a portion of the virtual objects located in the game scene. If the game scene includes an occupiable base for the current virtual object, the computer device 10 displays an occupation prompt message for the occupiable base on the game interface. In response to the occupation operation for the occupiable base, the computer device 10 switches the occupiable base to a specific functional base for the current virtual object and displays an occupation success prompt message on the game interface. The specific functional base provides at least a resurrection function for the current virtual object.
[0070] The following will provide a detailed description of each example. It should be noted that the order of description of the following embodiments is not intended to limit the preferred order of the embodiments.
[0071] This application embodiment will be described from the perspective of a game display device, which can be integrated into a computer device, such as a server or a terminal.
[0072] like Figure 2 The present invention provides a game display method, the specific process of which includes:
[0073] 201. Display the game interface, which includes at least a portion of the game scene and at least a portion of the virtual objects located in the game scene.
[0074] The game interface can refer to the interface of an application provided or displayed through a graphical user interface, which includes the UI interface for players to interact with and the game screen.
[0075] For example, the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indicator signs (such as direction indicators, character indicators, etc.), information display areas (such as kill count, match time, etc.), or game setting controls (such as system settings, shop, gold coins, etc.), and so on.
[0076] For example, the game screen is the display screen corresponding to the virtual scene displayed by the computer device. The game screen may include virtual objects such as game characters that execute game logic in the virtual scene, non-player characters (NPCs), artificial intelligence (AI) characters, etc.
[0077] In one embodiment, the game interface may include at least a portion of the game scene and at least a portion of the virtual objects located in the game scene.
[0078] The game scene can include a virtual scene displayed when the game runs on a computer device. This virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. For example, the virtual environment can be the sky, land, or ocean, where the land includes environmental elements such as deserts and cities. This virtual environment can be either a two-dimensional or three-dimensional virtual scene.
[0079] Among them, a virtual scene is a scene in which the user controls virtual objects and completes the game logic. For example, in a sandbox 3D shooting game, a virtual scene can be a 3D game world for players to control virtual objects to fight. For example, a virtual scene can include at least one element among mountains, plains, rivers, lakes, oceans, deserts, sky, plants, buildings, and vehicles.
[0080] For example, in 2D card games, a virtual scene is a scene for displaying and releasing cards or displaying the virtual objects corresponding to the cards. Instances of virtual scenes can include: arena, battleground, or other "field" elements or other elements that can display the card battle status.
[0081] Virtual objects can include controllable dynamic objects within a game. For example, a virtual object could be a game character that the player controls. The player can manipulate this virtual character to perform various activities within the game's virtual world. Alternatively, a virtual object could be an AI trained and set up for battles in a virtual environment, or an NPC character set up for battles in a virtual scene.
[0082] Optionally, the virtual object can be a virtual character, virtual animal, anime character, etc., set in the game. Optionally, the number of virtual objects can be preset or dynamically determined according to the number of clients joining the battle; this application embodiment does not limit this.
[0083] In one embodiment, the game player can control the virtual object to move within the virtual scene, for example, to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc. provided by the application to fight against other virtual objects.
[0084] In one embodiment, when a player enters the game, the computer device can display a game interface, which may include at least a portion of the game scene and at least a portion of the virtual objects located within the game scene. For example, in a shooting game, when a player enters the game, the game interface may display the game scene viewed from a first-person perspective by the virtual character controlled by the player. For instance, the game scene could be a city with several buildings, etc.
[0085] 202. If the game scene includes an occupiable base of the current virtual object, display an occupation prompt message for the occupiable base on the game interface.
[0086] The current virtual object can include the virtual object that the player is currently controlling in the game. For example, if the virtual object that the player is currently controlling in the game is virtual object A, then virtual object A is the current virtual object.
[0087] Among them, the capturable bases can include bases that game players can capture by manipulating the current virtual object.
[0088] In this context, a base can refer to a stronghold of a faction or a player in the game. Through a base, players can perform actions such as generating resources, resupplying, and trading.
[0089] The capture notification information can include messages that remind players whether or not they can capture a base within their field of vision, and how to do so. For example, when the virtual object controlled by the player is near a captureable base, the game interface can display a capture notification indicating that the base can be captured.
[0090] In one embodiment, if the game scene includes an occupiable base of the current virtual object, an occupation prompt message for the occupiable base can be displayed on the game interface.
[0091] The capture notification information may include capture operation controls. These controls can indicate to the player which control to activate to perform the capture operation. For example, the capture operation control might be like this... Figure 3 As shown in 001, this indicates that players can perform a capture operation by clicking or holding down the F key on the keyboard. For example, this capture operation control can be like... Figure 3 As shown in 003, this prompts the player to perform a capture operation by clicking the mouse. For example, the capture operation control can also be like... Figure 3 As shown in 002, the game prompts players to drag the capture control from top to bottom to perform the capture operation, and so on.
[0092] For example, if the game scene includes captureable bases for the current virtual object, capture control controls can be displayed on the game interface. For instance, ... Figure 4 As shown, when the game is a shooting game, if the game scene 004 includes the captureable base 006 of the current virtual object 005, the capture operation control 007 can be displayed on the game interface.
[0093] In addition, the capture notification information may also include capture progress information. This capture progress information is used to indicate to the player's progress in capturing an captureable base. For example, when the capture operation requires continuous action from the player, the capture progress information could display the progress of that continuous action. For example, this capture progress information could be a progress bar, a progress hourglass, a progress calculator, or the duration of the continuous action, etc. Figure 5 As shown, the occupation progress notification information can be as follows: Figure 5 As shown in 008, it can be as follows Figure 5 As shown in 009, it can also be as follows: Figure 5 As shown in 010.
[0094] For example, if the game scene includes captureable bases of the current virtual object, capture operation controls and capture progress indicators can be displayed simultaneously on the game interface. For example, ... Figure 6 As shown, when the game is a shooting game, if the game scene 004 includes the captureable base 006 of the current virtual object 005, the capture operation control 007 and the game progress bar 011 can be displayed on the game interface.
[0095] In addition, capture notification messages can also include capture notification characters, that is, text messages indicating to players whether or not they can capture a base. For example, such as... Figure 7 As shown, if the game scene includes an occupiable base of the current virtual object, the occupation progress bar will display the occupation prompt text "RELOCATE BASE 012". When players see the occupation prompt text "RELOCATE BASE 012", they can know that the base is occupiable.
[0096] In one embodiment, the game interface may also display other prompts. For example, when the virtual object controlled by the player is near an uncapable base, the game interface may display a prompt indicating that the base cannot be captured, and so on. In one embodiment, the game may include at least one base, which can be divided into player bases, uncaptured bases, and enemy bases.
[0097] In this context, "Party B's base" can refer to the base belonging to the virtual character controlled by the player in a single game session.
[0098] In this context, "enemy base" can refer to the base of other players who are opposing the virtual character controlled by the player in a single game session.
[0099] An unoccupied base can refer to a base that has not yet been captured by a player in a single game session.
[0100] For example, captureable bases can include uncaptured bases, meaning players can capture uncaptured bases in the game. As another example, captureable bases can include both uncaptured bases and enemy bases, meaning players can capture either uncaptured bases or enemy bases in the game.
[0101] In one embodiment, when a player enters the game, the game display device can first determine whether there is a base near the player's currently controlled virtual character. Only when there is a base near the current virtual character will the game interface display an occupation prompt message. Furthermore, when there is a base near the current virtual character, the ownership information of the base can be determined to decide which prompt message to display in the game. Therefore, before the step "If the game scene includes an occupiable base for the current virtual object, display an occupation prompt message for the occupiable base on the game interface," the following steps may be included:
[0102] Identify the current virtual object's position information within the game scene;
[0103] Based on the location information of the current virtual object, determine the base in the vicinity of the current virtual object;
[0104] The base is identified and processed to obtain its ownership information;
[0105] Based on the base ownership information, the unoccupied bases are identified as the occupyable bases for the current virtual object.
[0106] In one embodiment, the location information of the current virtual object in the game scene can be identified. For example, this location information could be the coordinates of the current virtual object in the game scene, and so on.
[0107] In one embodiment, a base in the vicinity of the current virtual object can be determined based on the location information of the current virtual object.
[0108] The "neighborhood area" of the current virtual object can refer to the area seen by the player from the game's perspective through the current virtual object. For example, the neighborhood area of the current virtual object can refer to the area seen by the player from the first-person perspective of the current virtual object. Another example is that the neighborhood area of the current virtual object can refer to the area seen by the player from the third-person perspective of the current virtual object.
[0109] Then, based on the location information of the current virtual object, the base in the vicinity of the current virtual object can be determined, that is, it can be determined whether there is a base in the vicinity of the current virtual object.
[0110] In one embodiment, when there is a base in the vicinity of the current virtual object, the base can be identified to obtain its ownership information. This ownership information indicates which faction the base belongs to. For example, the ownership information can indicate whether it is a B-side base, an enemy base, or an unoccupied base.
[0111] In one embodiment, after identifying the ownership information of the bases, the unoccupied bases can be determined as the occupyable bases of the current virtual object based on the ownership information of the bases.
[0112] For example, based on the location information of the current virtual object, it is determined that there are three bases in the vicinity of the current virtual object. Then, through base identification processing, it is determined that the first and second bases are unoccupied bases, and the third base is an enemy base. Therefore, the first and second bases can be identified as captureable bases.
[0113] In one embodiment, when none of the bases on the game interface are captureable, a prompt message indicating that the base cannot be captured can be displayed on the game interface, along with the reason why the base cannot be captured.
[0114] For example, when the base on the game interface is the current virtual object's own base, since it is not allowed to repeatedly occupy a base that has already been occupied, a prompt message indicating that the base cannot be occupied can be displayed on the game interface.
[0115] For example, when the base on the game interface is the opposing base of the current virtual character, the game interface can display a message indicating that the base cannot be captured. The opposing base can include bases of virtual characters who are in a combat relationship with the current virtual character. For instance, when there are multiple virtual characters from different factions in the game, the opposing base can include bases of virtual characters belonging to a different faction than the current virtual character. For example, the opposing base can include enemy bases, and so on.
[0116] For example, such as Figure 8 As shown, when the base on the game interface is the enemy's base, a prompt message 013 indicating that the base cannot be captured can be displayed on the game interface.
[0117] In one embodiment, when the base on the game interface is the opposing team's base for the current virtual object, the current virtual object cannot occupy the opposing team's base, but it can perform other operations on the opposing team's base. For example, the current virtual object can attack the opposing team's base or take resources from the opposing team's base, etc. Specifically, the method proposed in this application embodiment may further include:
[0118] If the game scene includes the opposing team's base of the current virtual object, display the confrontation prompt information for the opposing team's base on the game interface;
[0119] In response to adversarial actions against the opposing base, display the base damage results against the opposing base.
[0120] The adversarial prompt message indicates that the current virtual object can perform adversarial operations against the adversary's base. For example, it can attack the adversary's base or take resources from the adversary's base, etc.
[0121] In one embodiment, when a player performs an attack on the opposing team's base, the game display device can display the damage results to the opposing team's base in response to the attack.
[0122] The base damage result can be determined based on the current virtual object's actions against the opponent's base. For example, the base damage result could be a health bar indicating the base's damage status. Another example is structural damage to the opponent's base, such as the destruction of the entrance or walls. Yet another example is the loss of resources within the base, leading to a decrease in various aspects of the base's capabilities.
[0123] For example, when the current virtual object attacks the opponent's base, the opponent's base's health bar can be displayed on the game interface, thus reflecting the strength of the attack. For instance, when the opponent's base's health bar reaches 0, it means the opponent's base has been destroyed by the current virtual object. In this case, the virtual object corresponding to the opponent's base needs to find a new base to occupy as its specific functional base. As another example, when the current virtual object attacks the opponent's base, the virtual object corresponding to the opponent's base can switch bases to protect its own base.
[0124] For example, when the current virtual object's attack on the opponent's base achieves a certain effect, the damage result of the opponent's base can be displayed on the opponent's base. For instance, in a shooting game, when the current virtual object keeps shooting at the entrance of the opponent's base, and the shooting achieves a certain effect, the entrance of the opponent's base can be destroyed. Then, the current virtual object can enter the opponent's base to collect resources.
[0125] In one embodiment, when the game interface includes an occupiable base for the current virtual object, the system can further determine whether to display an occupation prompt message for the occupiable base on the game interface based on the distance between the virtual object and the occupiable base. For example, if the current virtual object is too far from the occupiable base, the occupation conditions are not met, so no occupation prompt message will be displayed on the game interface. Therefore, the step "If the game scene includes an occupiable base for the current virtual object, display an occupation prompt message for the occupiable base on the game interface" can include:
[0126] If the game scene includes a base that is not occupied by any virtual object, calculate the distance information between the current virtual object and the base;
[0127] When the distance information meets the preset distance threshold, a notification message for capturing the base will be displayed on the game interface.
[0128] In one embodiment, if the game scene includes a base that is not occupied by any virtual object, the distance information between the current virtual object and the base can be calculated. For example, the location information of the current virtual object and the location information of the base can be obtained. Then, the Euclidean distance between the two location information is calculated as the distance information, and so on.
[0129] In one embodiment, the distance information between the current virtual object and the base can be compared with a preset distance threshold. When the distance information meets the preset distance threshold, a capture notification message for the base can be displayed on the game interface.
[0130] For example, the preset distance threshold can be 1 meter. When the distance between the current virtual object and the base is less than or equal to 1 meter, it indicates that the distance meets the preset distance threshold, and therefore, a capture notification can be displayed on the game interface. Conversely, when the distance between the current virtual object and the base is greater than 1 meter, it indicates that the distance does not meet the preset distance threshold, and in this case, the capture notification may not be displayed.
[0131] 203. In response to the capture operation for the captureable base, switch the captureable base to the specific function base of the current virtual object, and display a capture success message on the game interface. The specific function base provides the current virtual object with at least the function of resurrection.
[0132] The capture operation can include triggering the game display device to switch the captureable base to a specific functional base of the current virtual object. For example, the capture operation can be a game player pressing and holding a button. Another example is a game player dragging certain controls with the mouse, and so on. It should be noted that this application does not limit the capture operation; any operation that can switch the captureable base to a specific functional base of the current virtual object can be considered a capture operation.
[0133] Specifically, a "specific function base" can be a base capable of providing a resurrection function for virtual objects. The resurrection function refers to the ability to allow the currently controlled virtual object to continue playing in the game. For example, the resurrection function could include reviving the current virtual object or restoring its health. For example, a specific function base could be the current virtual object's support base, and so on.
[0134] Among them, the successful capture notification message can refer to a message that reminds the player that the captureable base has been successfully captured.
[0135] In one embodiment, when the capture prompt message includes capture operation controls, the step "in response to a capture operation on the captureable base, switch the captureable base to a specific functional base of the current virtual object" may include:
[0136] In response to a trigger operation on the capture operation control, when the trigger operation meets the preset capture success conditions, the captureable base is switched to the specific functional base of the current virtual object.
[0137] The preset capture success condition can be a pre-set condition for determining whether the triggered operation meets the requirements. When the player's operation meets the preset capture success condition, the game display device can switch the captureable base to the specific functional base of the current virtual object. Conversely, when the player's operation does not meet the preset capture success condition, the game display device will not switch the captureable base to the specific functional base of the current virtual object. For example, if the preset capture success condition is that the player presses the F key, but the player presses the A key, the preset capture success condition will not be met. Another example is if the preset capture success condition is that the player presses and holds the F key for 3 seconds; if the player presses and holds the F key for less than 3 seconds, the preset capture success condition will not be met.
[0138] The triggering operation can be any action performed by the capture control. For example, if the capture control prompts the player to press and hold the F key on the keyboard to capture, the triggering operation could be the player pressing the F key. Similarly, if the capture control prompts the player to click the mouse to capture, the triggering operation could be the player clicking the mouse.
[0139] In one embodiment, in response to a trigger operation on the capture operation control, when the trigger operation meets the preset capture success conditions, the captureable base is switched to the specific functional base of the current virtual object.
[0140] For example, if the preset condition for successful capture is that the player presses and holds the F key for 3 seconds, and the player presses the F key on the keyboard, the game display device can calculate the duration of the press. When the duration reaches 3 seconds, the game display device can switch the captureable base to the specific functional base of the current virtual object.
[0141] For example, if the preset condition for successful capture is that the player drags the capture control on the game interface from top to bottom, and the player clicks the capture control with the mouse, the game display device can detect the direction in which the player drags the capture control. When the player drags the capture control from top to bottom, the game display device can switch the captureable base to the specific functional base of the current virtual object.
[0142] In one embodiment, the occupation notification information may further include occupation progress notification information. When the occupation operation requires continuous operation by the game player, and the preset successful occupation condition can be the time required for the continuous operation to be satisfied, the occupation notification information may further include occupation progress notification information. This allows the game player to be reminded how much longer the operation needs to continue before the occupiable base can be switched to a specific functional base of the current virtual object. Specifically, the method proposed in this application embodiment may further include:
[0143] In response to a trigger operation on the capture operation control, determine the current virtual object's capture progress on the captureable base;
[0144] Update occupation progress information based on occupation progress.
[0145] In one embodiment, the current virtual object's occupation progress on the occupationable base can be determined in response to a trigger operation on the occupation operation control.
[0146] For example, in response to a trigger action on the capture control, the duration of the player's continuous action can be calculated and converted into capture progress. For instance, the default capture success condition is that the player presses and holds the F key for 5 seconds. After the player presses the F key, the game display device can calculate the duration of the press. For example, if the game display device calculates the press duration to be 2 seconds, it can then convert those 2 seconds into capture progress, i.e., 40%. The game display device can integrate a timer. When the player triggers the corresponding action, the timer starts counting down in response to the trigger action, thus obtaining the duration of the player's continuous action.
[0147] In one embodiment, the capture progress indicator information can be updated based on the capture progress. For example, the original capture progress indicator information for the game player could be as follows: Figure 9 As shown in (a), 014 indicates that the occupation progress is 20%. Once the player's current occupation progress is calculated to be 40%, the occupation progress message can be updated to as follows: Figure 9 As shown in (b) 015.
[0148] In one embodiment, when the capture operation requires continuous action from the player, the preset capture success condition can be the time required for this continuous operation to be satisfied. Therefore, when switching an captureable base to a specific functional base, the decision to switch the captureable base to a specific functional base can be based on time. Specifically, the step "in response to a trigger operation on the capture operation control, when the trigger operation satisfies the preset capture success condition, switch the captureable base to the specific functional base of the current virtual object" can include:
[0149] In response to a trigger operation on the capture control, calculate the duration of the trigger operation.
[0150] When the duration of the operation reaches the preset duration threshold corresponding to the preset successful occupation condition, the occupationable base will be switched to the specific functional base of the current virtual object.
[0151] For example, the default condition for successful capture is that the player presses and holds the F key for 5 seconds. After the player presses the F key, the game display device can calculate the duration of the press. When the player's F key press duration reaches 5 seconds, the captureable base can be switched to the specific function base of the current virtual object.
[0152] In one embodiment, since bases in the game can be captured, the base's constituent elements can include status indicator elements. These status indicator elements can include elements indicating the base's capture status. That is, through the status indicator elements, the game object can know whether the base has been captured and by whom. For example, the status indicator element could be the color of the base's walls. Or, for example, the status indicator element could be the shape of the base. Or, for example, the status indicator element could be the color of the base's roof, and so on. Or, for example, assuming there are embedded objects such as flags or diamonds on the base, the status indicator element could be the color or shape of the embedded objects, and so on.
[0153] In one embodiment, when the base is in an ownerless state, the status identifier element can be displayed in a first display style. After the occupiable base is switched to a specific functional base of the current virtual object, the first display style of the base can be switched to a second display style. Specifically, after the step "switching the occupiable base to a specific functional base of the current virtual object", the following may be included:
[0154] Switch the base's first display style to the second display style, where the second display style indicates that the occupyable base is occupied by the current virtual object as a base with a specific function.
[0155] In this context, "base in an ownerless state" can mean that the base has not been occupied, meaning that the base can be an unoccupied base.
[0156] When a base is unclaimed, the status indicator element can be displayed in the first display style. Once an occupiable base is switched to a specific functional base of the current virtual object, the base's first display style can be switched to the second display style. The display style refers to the way the base is displayed in the game. For example, the display style can include the displayed color, shape, and items displayed, etc.
[0157] For example, such as Figure 10 As shown in (a), when the base is in an unclaimed state, the base's wall color 016 can be yellow. However, when the base is switched to a specific function base of the current virtual object, as shown in (a), the wall color 016 can be yellow. Figure 10 As shown in (b), the wall color 017 of the base can change to red, indicating that the base has been occupied by the current virtual object.
[0158] For example, when the base is in an unclaimed state, its shape is rectangular. However, when the base is switched to a specific functional base of the current virtual object, its shape can change to trapezoidal.
[0159] For example, when a base is unclaimed, it may not have a flag. However, when the base is switched to a specific function base for the current virtual object, the flag corresponding to the current virtual object's faction can be displayed on the base.
[0160] In one embodiment, when the first display style includes a first display color and the second color style includes a second display color, the method proposed in this application embodiment may further include:
[0161] When the current virtual object successfully occupies an occupiable base, the occupiable base transitions from the first display color to the second display color;
[0162] When the current virtual object fails to capture an occupyable base, the display color of the occupyable base gradually fades back to the first display color.
[0163] In one embodiment, when the current virtual object successfully captures an captureable base, the game display device can transition the captureable base's color from the first display style to the second display style when switching the base's first display style to the second display style. For example, the display color of the captureable base can transition from yellow to red. This color transition setting allows game players to experience the process of successfully capturing a base in an immersive way, thereby enhancing the game player's experience.
[0164] In one embodiment, when a player begins to capture a base—that is, when the player triggers the capture operation—the capturable base begins to transition from a first display color to a second display color. When the player successfully captures the capturable base, the transition from the first display color to the second display color is complete. In other words, the player's progress in capturing the capturable base can be reflected through this transition process.
[0165] For example, the condition for a virtual object to successfully capture an captureable base is to press and hold the F key for 5 seconds. If the player starts pressing the F key, the base will gradually change from yellow to red. When the player holds the F key for 5 seconds, the base will complete the process of gradually changing from yellow to red, meaning the base has switched to red.
[0166] In one embodiment, when the current virtual object fails to capture an occupies a base, the display color of the occupies the base gradually fades back to the first display color.
[0167] For example, the condition for a virtual object to successfully capture an captureable base is to press and hold the F key for 5 seconds. If the player starts pressing the F key, the base's color will transition from yellow to red. However, if the virtual object fails to capture an captureable base, i.e., if the player doesn't press and hold the F key for 5 seconds, the base's color will revert to yellow instead of switching to red.
[0168] In one embodiment, in addition to using a base status identifier element to indicate the base's occupation status, a successful occupation indicator can also be displayed on the game interface to notify the player that the occupierable base has been occupied and designated as a specific functional base. For example, such as... Figure 11 As shown in (a), when a player has not yet captured an captureable base, a successful capture indicator will not be displayed on the game interface. However, as... Figure 11 As shown in (b), after a player captures an captureable base, a capture success indicator 018 can be displayed on the game interface.
[0169] In one embodiment, the base status indicator element and the successful capture indicator can be combined to notify the game player that the captureable base has been captured and designated as a specific functional base. For example, such as... Figure 12 As shown in (a), when a player has not yet captured an captureable base, the base's wall color 019 can be yellow, and no capture success indicator will be displayed on the game interface. However, as... Figure 12 As shown in (b), after a player captures an captureable base, the wall color 020 of the base can be switched to red, and a capture success indicator 021 can be displayed on the game interface.
[0170] In one embodiment, an occupiesable base may include an occupation marker item placed on the occupiesable base. This occupation marker item may include items that need to be manipulated when the current virtual object occupies the base. For example, the occupation marker item may include game devices such as gems, swords, and flags.
[0171] In one embodiment, when the capturable base includes a captivity marker item set on the capturable base, the step "in response to a captivity operation on the capturable base, switch the capturable base to a specific functional base of the current virtual object" may include:
[0172] In response to an operation that controls the current virtual object to acquire capture marker items from a captureable base, the captureable base is switched to the current virtual object's specific functional base.
[0173] Specifically, the operation of a virtual object acquiring a capture marker item from an occupiable base can be determined by the capture marker item itself. For example, if the capture marker item is a gem embedded in the base, the operation to acquire it could be removing the gem. Similarly, if the capture marker item is a sword stuck in the base, the operation to acquire it could be pulling out the sword, and so on.
[0174] In one embodiment, in response to an operation that controls the current virtual object to acquire an occupation marker item from an occupationable base, the occupationable base can be switched to a specific functional base of the current virtual object.
[0175] For example, when the capture marker is a gem embedded in the base, if the current virtual object removes the gem from the base, the captured base can be switched to the current virtual object's specific functional base.
[0176] In one embodiment, the game interface may include, in addition to the content observed by the player from the first-person or third-person perspective of the current virtual object, a map display area. The map display area includes map information about the current virtual object within the game scene. For example, this map information may include the location of the current virtual object within the game scene, the location of the current virtual object's specific functional base, the location of battles, and so on.
[0177] For example, such as Figure 13 The image shown is a scene illustration of the region display area. Figure 13 The system can display the current virtual object 022's position in the game scene, as well as the status indicators for each base.
[0178] For example, when the base is unoccupied, its status indicator can be as follows: Figure 13 As shown in 023. For example, when the base is Party B's base, its status identifier can be as follows: Figure 13 As shown in 024, for example, when the base is an enemy base, its status indicator can be as follows: Figure 13 As shown in 025.
[0179] In one embodiment, the map display area may further include at least one unoccupied base in the game scene, and an unclaimed status indicator corresponding to the unoccupied base. When the game display device switches an occupiable base to a specific functional base of the current virtual object, the region display area may change accordingly. Specifically, the step "in response to an occupation operation on an occupiable base, switching the occupiable base to a specific functional base of the current virtual object" may include:
[0180] In the map display area, the unclaimed status identifier of the occupiable base targeted by the occupation operation is switched to the occupied status identifier. The occupied status identifier is used to indicate that the occupiable base has been occupied by the current virtual object as a specific functional base. The occupiable base is one of at least one unoccupied base.
[0181] The unclaimed state flag can refer to the flag indicating when an attackable base is not yet occupied. For example, when an attackable base is not yet occupied, its unclaimed state flag can be as follows: Figure 13 As shown in 023. Once an occupies a base, it can be switched from an unclaimed status to an occupied status in the map display area, for example, as... Figure 14 As shown in 026.
[0182] In one embodiment, due to the special nature of specific functional bases, each game faction can be limited to having only one specific functional base. Therefore, before switching the occupiable base to the specific functional base of the current virtual object, the map display area may also include the original specific functional base of the current virtual object. After the image display device switches the occupiable base to the specific functional base of the current virtual object, the image display area may also switch the occupied marker corresponding to the original specific functional base to an unclaimed status marker in the map display area. Specifically, after the step "switching the occupiable base to the specific functional base of the current virtual object", the method proposed in this application embodiment may further include:
[0183] In the map display area, the occupied status indicator corresponding to the original specific function base will be switched to the unclaimed status indicator.
[0184] For example, before the current virtual object has captured an captureable base, the map display area can be as follows: Figure 13 As shown. The occupation status identifier of the original specific functional base of the current virtual object can be... Figure 13 024 in the text. And when the current virtual object occupies an occupiable base, the map display area can be as follows: Figure 14 As shown. Among them, Figure 13 The original specific functional base's occupation status identifier 024 in Figure 14 The status has been switched to ownerless state identifier 027.
[0185] In one embodiment, some games can be played in a faction-based format, where players in the same faction share the same specific functional base. Therefore, when a player in that faction controls an captureable base as a specific functional base, the game display device can transmit the specific functional base update message to other players in the same faction, thus informing them that the specific functional base has been updated and triggering updates to the specific functional base on their respective map display areas. Specifically, after the step "switching the captureable base to the specific functional base of the current virtual object," the following may also be included:
[0186] Identify the current virtual object's allies in the same faction;
[0187] Send a specific function base update message to teammates on the same team, and trigger the update of the specific function base in the map display area on the teammates' game interface.
[0188] For example, objects from the same faction often share the same faction identifier. Therefore, when identifying teammates of the current virtual object, the faction identifier of the current virtual object can be used to determine the teammates of the current virtual object.
[0189] In one embodiment, after identifying teammates of the same faction for the current virtual object, a specific function base update message can be sent to the teammate object, triggering an update of the specific function base in the map display area on the teammate object's game interface.
[0190] Specifically, the specific function base update message can include a message that notifies teammates of the same faction that the specific function base has been updated. For example, after the game display device sends a specific function base update message to teammates of the same faction, the teammates' game interfaces can display a specific function base update notification. For example, such as... Figure 15 As shown, a specific function base update notification icon (028) can be displayed on the game interface of teammates in the same faction. For example, as... Figure 16 As shown, specific function base update prompts can be displayed on the game interface of teammates in the same faction, etc.
[0191] In addition, it can also trigger an update of specific functional bases on the map display area of teammates' game interfaces. For example, on the map display area of teammates' game interfaces, the original occupied status indicator of a specific functional base can be changed to an unclaimed status indicator, and the original specific functional base can be changed to an unclaimed base. At the same time, on the map display area of teammates' game interfaces, the captureable base can be changed to a specific functional base, and the unclaimed status indicator of the captureable base can be changed to an occupied status indicator, thus letting teammates of the current virtual object know that the specific functional base has been changed.
[0192] In one embodiment, when the game display device switches an occupiable base to a specific function base, it can modify the ownership information of the occupiable base to match the ownership information of the current virtual object. For example, in the game settings, when a base is unoccupied, its ownership information can be set to A0. When the base is occupied by the current virtual object, its ownership information can be A1, and when the base is occupied by an enemy of the current virtual object, its ownership information can be A2. When an occupiable base is occupied by the current virtual object, the ownership information A0 can be modified to A1.
[0193] Furthermore, when the game display device switches an captureable base to a specific function base, it can also migrate the functional attribute information of the current virtual object's specific function base to the captureable base, thereby enabling the captureable base to perform the functions of the specific function base. For example, after switching the captureable base to a specific function base, the current virtual object can perform resurrection operations such as progress resurrection or health regeneration in the new specific function base.
[0194] In one embodiment, when the current virtual object switches its captureable base to a specific functional base, the current virtual object does not need to respawn in a fixed place. Instead, it can choose different captureable bases as specific functional bases for respawning based on the progress of the game and the opponent's layout.
[0195] For example, when players from different factions are fighting in the game, the current virtual object can switch its specific functional base to a base closer to the combat area. This allows the current virtual object to revive at the specific functional base after being killed in battle and quickly return to the combat area.
[0196] In one embodiment, the combat zone may change when the current virtual object is detected to be in a state awaiting respawn. Therefore, the fastest route between a specific functional base and the combat zone can be calculated. After the current virtual object respawns, a target route can be displayed to guide the current virtual object on how to quickly reach the combat zone from the specific functional base, thereby enabling it to quickly engage in combat. Specifically, the method proposed in this application embodiment may further include:
[0197] When a virtual object is detected to be in a state of waiting to be revived, the adversarial zone is determined.
[0198] When the current virtual object meets the preset resurrection conditions, a target prompt route is displayed. The target prompt route is used to guide the current virtual object to reach the combat area from a specific functional base.
[0199] The combat zone can include areas where multiple virtual objects engage in combat.
[0200] Specifically, when the current virtual object meets the preset resurrection conditions, it is considered resurrected. These preset resurrection conditions can be of various types. For example, a preset resurrection condition can be a time limit. For instance, if the current virtual object is in a pending resurrection state for a specified time threshold, it can be resurrected. Alternatively, while in a pending resurrection state, the current virtual object can perform a resurrection task; if the resurrection task completed by the current virtual object meets the requirements, the current virtual object can be resurrected.
[0201] In one embodiment, when the current virtual object revives under preset revival conditions, a target route can be provided, whereby the target route guides the current virtual object from a specific functional base to the combat base. For example, after the current virtual object revives, the game display device can display the target route on the game interface. Then, the current virtual object can quickly travel from the specific functional base to the combat area according to the target route.
[0202] By displaying target route hints in the game interface, players can know how to quickly reach the combat area, thereby speeding up the game process, improving the player's gaming experience, and saving the computing resources required for each game session.
[0203] In one embodiment, when some virtual objects in the game scene include virtual objects from multiple different factions, the game can also include capturable virtual items. Players can capture these capturable virtual items and bring them back to their corresponding specific functional base, thereby increasing their faction's score parameters. Specifically, the method proposed in this application embodiment may further include:
[0204] In response to an occupation operation by a virtual object on an occupationable virtual item, detect the location information of the occupationable virtual item;
[0205] When the location information of an occupyable virtual item matches the location information of the specific functional base corresponding to the virtual object, update the score parameters of the corresponding faction of the virtual object.
[0206] Capturable virtual items can include items in the game that benefit the virtual object's own faction. By capturing capturable virtual items, the score parameters of the corresponding faction of the virtual object can be increased, thereby improving the strength of the virtual object's faction, and so on. For example, capturable virtual items can be flags, gems, or various game equipment, etc.
[0207] In one embodiment, the capturable virtual items can be distributed throughout the game scene, and players can find and capture them by exploring the game.
[0208] In one embodiment, a player-controlled virtual object is considered to have successfully captured a captive virtual item only after the virtual object brings the item back to a specific functional base. Therefore, the score parameters of the corresponding faction of the virtual object are updated only after this process. Thus, in response to a virtual object's capture operation of a captive virtual item, the location information of the captive virtual item can be detected.
[0209] There are various types of capture operations that virtual objects can perform on capturable virtual items. For example, if the capturable virtual item is a flag planted on the ground, the capture operation for the virtual object could be to pull the flag up. Or, if the flag is floating on a river, the capture operation for the virtual object could be to retrieve the flag from the river, and so on.
[0210] In one embodiment, after a virtual object performs an occupation operation on an occupationable virtual item, the game display device can detect the location information of the occupationable virtual item to determine whether the virtual object has brought the occupationable virtual item back to a specific functional base. For example, the game display device can add a location marker to the occupationable virtual item, which can be used to continuously locate the occupationable virtual item and obtain its location information.
[0211] In one embodiment, when the location information of an occupiable virtual item matches the location information of a specific functional base corresponding to the virtual object, the score parameters of the corresponding faction of the virtual object can be updated.
[0212] Specifically, when the location information of an occupationable virtual item matches the location information of the specific functional base corresponding to the virtual object, it indicates that the virtual object has brought the occupationable virtual item back to the specific functional base. For example, the location information of the specific functional base can be a range of locations. When the location information of the occupationable virtual item falls within this range, it means that the location information of the occupationable virtual item matches the location information of the specific functional base corresponding to the virtual object.
[0213] Once a virtual object brings an occupiesable virtual item back to a specific functional base, the game display device can display the score parameters of the corresponding faction of the new virtual object.
[0214] The faction's score parameter indicates its strength. For example, a higher faction score parameter indicates a stronger faction, with stronger defensive and offensive capabilities for its virtual objects and bases. Conversely, a lower faction score parameter indicates a weaker faction, with weaker defensive and offensive capabilities for its virtual objects and bases.
[0215] In one embodiment, the game can classify capturable virtual items into multiple different levels. Higher-level capturable virtual items have higher value, while lower-level capturable virtual items have lower value. Therefore, when updating the score parameters of the corresponding faction for a virtual object, the faction's score parameters can be updated based on the level of the capturable virtual item.
[0216] For example, the game includes three types of capturable virtual items: Capturable Item A, Capturable Item B, and Capturable Item C. Capturable Item A has the highest level, equivalent to 7 points; Capturable Item C has the lowest level, equivalent to only 1 point; and Capturable Item B is equivalent to 3 points. When a virtual object brings a capturable virtual item back to a specific functional base, if the game display device recognizes that the virtual object brought back Capturable Item A, it will add 7 points to the score of the virtual object's corresponding faction. For example, if the original score parameter for the virtual object's corresponding faction is 20 points, the updated score parameter will be 27 points.
[0217] In one embodiment, since the captureable base can be switched to a specific functional base in this application embodiment, when the game display device detects that a player in the same faction has captured a large number of captureable virtual items, the game display device can prompt the player to the nearest captureable base. This allows the player to quickly bring the captureable virtual items back to the specific functional base by switching bases, ensuring the base's security. Specifically, the method proposed in this application embodiment may further include:
[0218] In response to a virtual object's capture operation on a captureable virtual item, identify the number of captureable virtual items captured by each virtual object in the corresponding faction of the virtual object;
[0219] When the number of occupyable virtual items occupied by a virtual object meets the preset quantity conditions, a base occupation prompt message is displayed. The base occupation prompt message is used to indicate to the virtual object that an occupyable base meets the preset strategy conditions.
[0220] In one embodiment, in response to a virtual object's occupation operation for an occupationable virtual item, the number of occupationable virtual items occupied by each virtual object in the corresponding faction of the virtual object can be identified.
[0221] For example, if virtual object A occupies a capturable virtual item, the game display device can then identify the number of capturable virtual items occupied by each virtual object in the faction corresponding to virtual object A. For instance, if the faction corresponding to virtual object A includes four virtual objects: virtual object A, virtual object B, virtual object C, and virtual object D, then the game display device can identify the number of capturable virtual items occupied by virtual objects A, B, C, and D.
[0222] In one embodiment, after the game display device identifies the number of capturable virtual items occupied by each virtual object in the faction, it can match the number of capturable virtual items occupied by each virtual object with preset quantity conditions. If the number of capturable virtual items occupied by a virtual object meets the preset quantity conditions, a base occupation prompt message can be displayed. This prompt message indicates to the virtual object that a base meets the preset strategy conditions for occupation.
[0223] The preset quantity condition can take several forms. For example, it can be a quantity threshold. When the number of capturable virtual items occupied by a virtual object exceeds this threshold, it indicates that the number of capturable virtual items occupied by the virtual object meets the preset quantity condition. Another example is when a virtual object occupies the most capturable virtual items within its faction; this also indicates that the number of capturable virtual items occupied by the virtual object meets the preset quantity condition.
[0224] For example, the game display device identifies that virtual object A possesses 10 captureable virtual items, virtual object B possesses 2 captureable virtual items, virtual object C possesses 7 captureable virtual items, and virtual object D possesses 1 captureable virtual item. Since virtual object A possesses the most captureable virtual items, a base capture notification message can be displayed for virtual object A.
[0225] The base capture notification information can be used to indicate to virtual objects which bases meet preset strategy conditions and can be captured. For example, the notification can indicate the nearest captureable base to a virtual object, allowing it to quickly find and switch to a specific functional base, thus improving its faction's score. Alternatively, the notification can indicate the safest captureable base to a virtual object, enabling it to safely bring captureable virtual items to that base and switch to a specific functional base, further increasing its faction's score.
[0226] In one embodiment, when the virtual object possessing the most capturable virtual items is unable to quickly or safely bring the capturable virtual items back to the specific functional base, the game display device can prompt other virtual objects of the same faction as the virtual object, thereby enabling the other virtual objects to assist the virtual object in bringing the capturable virtual items back to the specific functional base.
[0227] For example, if virtual object A is unable to quickly or safely bring a captureable virtual item back to its designated base, it can send a distress signal to other virtual objects of the same faction. The distress signal can then be displayed on the game interfaces of these other virtual objects, explaining the reason for the distress. For instance, distress signals can be displayed on the game interfaces of virtual objects B, C, and D. These virtual objects can then use the distress signals to try and assist virtual object A in bringing the captureable virtual item back to its designated base.
[0228] In one embodiment, after a virtual object brings a capturable virtual item back to a specific functional base, the game display device can identify the score parameters of the corresponding faction of the virtual object. When the faction's score parameters meet preset score conditions, base expansion information can be displayed to indicate that the virtual object can expand its specific functional base. Specifically, the method proposed in this application embodiment may further include:
[0229] When the location information of an occupyable virtual item is detected to match the location information of the specific functional base corresponding to the virtual object, the score parameters of the corresponding faction of the virtual object are identified.
[0230] When the score parameters of the corresponding faction of the virtual object meet the preset score conditions, a base expansion prompt message is displayed. The base expansion prompt message is used to prompt the virtual object to occupy at least one occupiable base as a specific functional base.
[0231] For example, the preset points condition can be set so that when a faction's points parameter is greater than 100 points, that faction can expand its specific functional base.
[0232] For example, at the start of a game, each faction can only have one base with a specific function. As the game progresses, if a faction's score exceeds 100, that faction can expand its base to two. Similarly, if a faction's score exceeds 500, that faction can expand its base to three, and so on.
[0233] In one embodiment, virtual objects from different factions can also plunder captureable virtual items, thereby altering their faction's score parameters. For example, in a game with faction A and faction B, where faction A has a higher score parameter than faction B, virtual objects in faction B can plunder captureable virtual items from a specific functional base corresponding to faction A, thus changing the score parameters and potentially reversing the game's momentum.
[0234] In one embodiment, the resurrection of players can also be influenced by the faction's score parameter in the game. For example, the higher the faction's score parameter, the shorter the time required for a player to resurrect, and so on.
[0235] Specifically, the method proposed in the embodiments of this application may further include:
[0236] When a virtual object is detected to be in a state of waiting to be revived, determine the updated score parameters of the corresponding faction of the virtual object;
[0237] Adjust the resurrection time required for virtual object resurrection based on the updated points parameters;
[0238] Perform a resurrection operation on the virtual object based on the resurrection time.
[0239] In one embodiment, when adjusting the resurrection time required for virtual object resurrection based on the updated integral parameters, the updated integral parameters and resurrection time can conform to a stepped distribution. For example, when the updated integral parameters are in the range of 0 to 20, the resurrection time can be reduced by 2 seconds; when the updated integral parameters are in the range of 20 to 40, the resurrection time can be reduced by 3 seconds; when the updated integral parameters are in the range of 40 to 70, the resurrection time can be reduced by 3.5 seconds, and so on.
[0240] This application proposes a game display method, which may include: displaying a game interface, the game interface including at least a portion of the game scene and at least a portion of virtual objects located in the game scene; if the game scene includes an occupiable base for the current virtual object, displaying an occupation prompt message for the occupiable base on the game interface; in response to the occupation operation for the occupiable base, switching the occupiable base to a specific functional base for the current virtual object, and displaying an occupation success prompt message on the game interface, wherein the specific functional base provides at least a resurrection function for the current virtual object. Through the method proposed in this application, game players can flexibly change specific functional bases during the game, improving the flexibility of specific functional bases, thereby enhancing the game's strategy and the player's gaming experience. Game players do not need to resurrect in a fixed location, but can choose different occupiable bases as specific functional bases for resurrection based on the game's progress and the opponent's layout, accelerating the game's progress and saving the computing resources required for a single game.
[0241] For example, in a battle game, when the current virtual character is fighting an enemy, they can switch their specific functional base to a base closer to the battlefield. When the current virtual character is killed in battle, they can revive at that specific functional base. Because the specific functional base is closer to the battlefield, the virtual character can quickly rejoin the battle after reviving there, thus improving the player's gaming experience. Another example is when the current virtual character's health is low during battle; they can quickly return to their specific functional base to recover health and quickly rejoin the battle. Furthermore, some unclaimed bases in the game may have very advantageous locations. Therefore, players from different factions may employ different strategies to capture these bases, increasing the game's fun factor.
[0242] Furthermore, in this embodiment, the capture prompt information may also include capture operation controls and capture progress prompt information. The capture operation controls can remind players what actions are needed to capture an captureable base, enhancing the game's human-like nature and playability. The capture progress prompt information can remind players to capture a captureable base, thereby increasing player immersion in the game experience.
[0243] Furthermore, in this embodiment, players can also increase their faction's score and expand specific functional bases by capturing capable virtual items. Linking virtual items with specific functional bases in the game adds a higher level of strategy, allowing players to employ various strategies to achieve their objectives, thus enhancing the gaming experience. For example, during gameplay, players can consider the current game situation and progress, choosing different capable bases as their specific functional bases and devising strategies for opposing factions, etc.
[0244] Based on the method described in the above embodiments, the following examples will provide further detailed explanations.
[0245] This application will use the integration of a game display method on a terminal as an example to illustrate the method of this application.
[0246] In one embodiment, such as Figure 17 As shown, a game display method is described below, with the specific process as follows:
[0247] 401. The terminal displays a game interface, which includes at least a portion of the game scene and at least a portion of the virtual objects located in the game scene.
[0248] For example, after a player enters the game interface, the interface can display the content observed from the first-person perspective of the virtual object controlled by the player, as well as the region display area. For instance, through the first-person perspective of the current virtual object, the player can observe bases, and so on. This region display area can include at least one unoccupied base and its corresponding unclaimed status indicator. Furthermore, the map display area can also include the current virtual object's original functional base and its corresponding occupied status indicator. For example, as... Figure 18 As shown, in Figure 18 In the game, the interface can display the content observed from the first-person perspective of the virtual object controlled by the player, as well as the region display area.
[0249] 402. If the game scene includes an occupiable base of the current virtual object, the terminal displays an occupation prompt message for the occupiable base on the game interface;
[0250] For example, such as Figure 20 As shown, when the current virtual object is located next to the base in the game, the terminal can determine the ownership information of the base and perform corresponding operations based on the ownership information of the base.
[0251] For example, if the current virtual object's base is a B party's base, then the game player cannot occupy that base.
[0252] For example, if the current virtual object's base is an enemy base, the player cannot capture that base, but can trigger other actions. For instance, the player can attack the enemy base or steal in-game equipment from it, and so on. Figure 19 As shown, when the current virtual object's base is an enemy base, the terminal can display an "uncaptureable" message on the game interface. This message informs the player that the base cannot be captured. Furthermore, when the current virtual object's base is an enemy base, the terminal can display the enemy's display style. For example, as... Figure 19 As shown, when the current virtual object's base is an enemy base, the terminal can set the base's display color to the enemy's color, i.e., blue.
[0253] For example, if the base where the current virtual object is located is an unclaimed base, it means that the base is an captureable base for the current virtual object. In this case, the terminal can display a capture prompt message for the captureable base on the game interface. For example, Figure 18As shown in (a), when the base where the current virtual object is located is an unoccupied base, the terminal can display capture operation controls and capture progress prompts on the game interface. The capture operation controls allow players to see that they can capture an available base by long-pressing the F key. The capture progress prompts can be a capture progress bar, allowing players to track the capture progress.
[0254] 403. In response to the capture operation for the captureable base, the terminal switches the captureable base to the specific function base of the current virtual object and displays a capture success message on the game interface. The specific function base provides the current virtual object with at least the resurrection function.
[0255] For example, when a game player presses the F key, the terminal responds to the player's action by calculating the duration of the press. If the press of the F key meets a preset duration threshold corresponding to a preset successful capture condition, the terminal can switch the captureable base to a specific functional base of the current virtual object. For example, ... Figure 18 As shown in (b), when the player presses and holds the F key for the required time, the terminal can display a successful capture notification on the game interface.
[0256] Furthermore, when a player holds down the F key for a preset duration threshold corresponding to the preset conditions for successful capture, the terminal can switch the display style of the captureable base to the display style corresponding to the current virtual object. For example, as Figure 18 As shown in (a), the original display color of the capturable base is yellow. When the capturable base is switched to a specific functional base of the current virtual object, the display color of the capturable base can be changed from yellow to red, for example, as shown in (a). Figure 18 As shown in (b) in the figure, this indicates that the occupiable base has been occupied as the specific functional base of the current virtual object.
[0257] In addition, when a player presses and holds the F key for a preset duration threshold corresponding to the preset conditions for successful capture, the terminal can also switch the unclaimed status of the captureable base to the captured status in the map display area.
[0258] In addition, after the terminal switches the occupier base to the specific functional base of the current virtual object, the terminal can also switch the original specific functional base of the current virtual object to the occupier base.
[0259] For example, if a player holds down the F key for a preset duration that does not meet the predefined conditions for successful capture, the terminal will not switch the captureable base to the specific functional base of the current virtual object. For example, if a player is attacked by an enemy player while capturing a captureable base, the capture process may be interrupted. For example, if a player suddenly wants to change their strategy and no longer wants to capture the current captureable base, they will actively stop capturing it; therefore, the terminal will not switch the captureable base to the specific functional base of the current virtual object.
[0260] Furthermore, if a player is interrupted while capturing an captureable base, they will need to press and hold the F key again to recapture it. The terminal will recalculate the duration of the F key press. If the player presses and holds the F key for the preset duration threshold corresponding to the successful capture condition, the terminal can switch the captureable base to the specific functional base of the current virtual object.
[0261] This application proposes a game display method, which may include: a terminal displaying a game interface, the game interface including at least a portion of the game scene and at least a portion of virtual objects located in the game scene; if the game scene includes an occupiable base for the current virtual object, the terminal displays an occupation prompt message for the occupiable base on the game interface; in response to the occupation operation for the occupiable base, the terminal switches the occupiable base to a specific functional base for the current virtual object and displays an occupation success prompt message on the game interface, wherein the specific functional base provides at least a resurrection function for the current virtual object. Through the method proposed in this application, game players can flexibly change specific functional bases during the game, which can improve the flexibility of specific functional bases, thereby enhancing the game's strategy and the player's gaming experience.
[0262] To better implement the game display method provided in this application, one embodiment also provides a game display device, which can be integrated into a computer device. The meanings of the terms used are the same as in the game display method described above, and specific implementation details can be found in the description of the method embodiments.
[0263] In one embodiment, a game display device is provided, which can be specifically integrated into a computer device, such as... Figure 21 As shown, the game display device includes: a first display unit 601, a second display unit 602, and a switching unit 603, as detailed below:
[0264] The first display unit 601 is used to display a game interface, the game interface including at least a part of the game scene and at least a part of the virtual objects located in the game scene;
[0265] The second display unit 602 is used to display an occupation prompt message for the occupation base on the game interface if the game scene includes an occupation base of the current virtual object;
[0266] The switching unit 603 is configured to, in response to an occupation operation on the occupation base, switch the occupation base to a specific function base of the current virtual object and display a successful occupation message on the game interface, wherein the specific function base provides the current virtual object with at least a resurrection function.
[0267] In one embodiment, the switching unit 603 may include
[0268] The switching subunit is used to respond to a trigger operation on the occupation operation control, and when the trigger operation meets the preset occupation success conditions, switch the occupationable base to the specific functional base of the current virtual object.
[0269] In one embodiment, the switching unit 603 may further include:
[0270] The progress determination subunit is used to determine the current virtual object's occupation progress of the occupiable base in response to a trigger operation on the occupation operation control.
[0271] The progress update subunit is used to update the occupation progress prompt information based on the occupation progress.
[0272] In one embodiment, the switching subunit may include:
[0273] The duration calculation module is used to calculate the duration of the trigger operation in response to the trigger operation operation control.
[0274] The duration switching module is used to switch the occupiable base to the specific functional base of the current virtual object when the duration of the operation reaches the preset duration threshold corresponding to the preset successful occupation condition.
[0275] In one embodiment, the game display device may further include:
[0276] The mode switching unit is used to switch the first display style of the base to a second display style, wherein the second display style indicates that the occupiable base is occupied by the current virtual object as a specific functional base.
[0277] In one embodiment, the mode switching unit may include:
[0278] A color transition subunit is used to transition the capable base from a first display color to a second display color when the current virtual object successfully occupies the capable base.
[0279] The fade-back subunit is used to fade the display color of the occupyable base back to the first display color when the current virtual object fails to occupy the occupyable base.
[0280] In one embodiment, the switching unit 603 may include:
[0281] An operation switching subunit is used to switch the occupies a base to a specific functional base of the current virtual object in response to an operation that controls the current virtual object to acquire the occupation marker item from the occupiesable base.
[0282] In one embodiment, the switching unit 603 may include:
[0283] The identifier switching subunit is used to switch the unclaimed status identifier of the occupiable base targeted by the occupation operation to an occupied status identifier in the map display area. The occupied status identifier is used to indicate that the occupiable base is occupied by the current virtual object as a specific functional base, wherein the occupiable base is one of the at least one unoccupied bases.
[0284] In one embodiment, the game display device may further include:
[0285] The original base switching unit is used to switch the occupied status identifier of the original specific functional base to the unclaimed status identifier in the map display area.
[0286] In one embodiment, the game display device may further include:
[0287] A location recognition unit is used to identify the location information of the current virtual object in the game scene;
[0288] The first base determination unit is used to determine a base in the vicinity of the current virtual object based on the location information of the current virtual object.
[0289] A base identification unit is used to identify the base and obtain the base's ownership information;
[0290] The second base determination unit is used to determine, based on the base ownership information, an unoccupied base as an occupiable base for the current virtual object.
[0291] In one embodiment, the second display unit 602 may include:
[0292] The distance calculation subunit is used to calculate the distance information between the current virtual object and the base if the game scene includes a base that is not occupied by any virtual object;
[0293] The display subunit is used to display an occupation prompt message for the base on the game interface when the distance information meets a preset distance threshold.
[0294] In practice, each of the above units can be implemented as an independent entity or can be arbitrarily combined to be implemented as the same or several entities. For the specific implementation of each of the above units, please refer to the previous method embodiments, which will not be repeated here.
[0295] The aforementioned game display devices can enhance the flexibility of specific functional bases, thereby improving the game's strategy and the player's gaming experience.
[0296] This application also provides a computer device, which may include a terminal or a server. For example, the computer device can serve as a game display terminal, such as a mobile phone, tablet computer, etc.; or it can serve as a server, such as a game display server. Figure 22 As shown, it illustrates the structural diagram of the terminal involved in the embodiments of this application, specifically:
[0297] The computer device may include components such as a processor 801 with one or more processing cores, a memory 802 with one or more computer-readable storage media, a power supply 803, and an input unit 804. Those skilled in the art will understand that... Figure 22 The computer device structure shown does not constitute a limitation on the computer device and may include more or fewer components than shown, or combine certain components, or have different component arrangements. Wherein:
[0298] The processor 801 is the control center of the computer device, connecting various parts of the computer device through various interfaces and lines. It performs various functions and processes data by running or executing software programs and / or modules stored in the memory 802, and by calling data stored in the memory 802. Optionally, the processor 801 may include one or more processing cores; preferably, the processor 801 may integrate an application processor and a modem processor, wherein the application processor mainly handles the operating system, user page, and application programs, and the modem processor mainly handles wireless communication. It is understood that the modem processor may not be integrated into the processor 801.
[0299] The memory 802 can be used to store software programs and modules. The processor 801 executes various functional applications and data processing by running the software programs and modules stored in the memory 802. The memory 802 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, application programs required for at least one function (such as sound playback function, image playback function, etc.), etc.; the data storage area may store data created according to the use of the computer device, etc. In addition, the memory 802 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device. Accordingly, the memory 802 may also include a memory controller to provide the processor 801 with access to the memory 802.
[0300] The computer device also includes a power supply 803 that supplies power to the various components. Preferably, the power supply 803 can be logically connected to the processor 801 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. The power supply 803 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0301] The computer device may also include an input unit 804, which can be used to receive input digital or character information and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function control.
[0302] Although not shown, the computer device may also include a display unit, etc., which will not be described in detail here. Specifically, in this embodiment, the processor 801 in the computer device loads the executable files corresponding to the processes of one or more application programs into the memory 802 according to the following instructions, and the processor 801 runs the application programs stored in the memory 802 to realize various functions, as follows:
[0303] The game interface is displayed, which includes at least a portion of the game scene and at least a portion of the virtual objects located in the game scene;
[0304] If the game scene includes an occupiable base of the current virtual object, an occupation prompt message for the occupiable base is displayed on the game interface;
[0305] In response to the capture operation of the captureable base, the captureable base is switched to a specific function base of the current virtual object, and a capture success prompt message is displayed on the game interface, wherein the specific function base provides the current virtual object with at least the function of resurrection.
[0306] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0307] According to one aspect of this application, a computer program product or computer program is provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the methods provided in the various optional implementations of the above embodiments.
[0308] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by a computer program, or by a computer program controlling related hardware. The computer program can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0309] Therefore, embodiments of this application also provide a storage medium storing a computer program that can be loaded by a processor to execute the steps in any of the game display methods provided in embodiments of this application. For example, the computer program can execute the following steps:
[0310] The game interface is displayed, which includes at least a portion of the game scene and at least a portion of the virtual objects located in the game scene;
[0311] If the game scene includes an occupiable base of the current virtual object, an occupation prompt message for the occupiable base is displayed on the game interface;
[0312] In response to the capture operation of the captureable base, the captureable base is switched to a specific function base of the current virtual object, and a capture success prompt message is displayed on the game interface, wherein the specific function base provides the current virtual object with at least the function of resurrection.
[0313] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0314] Since the computer program stored in the storage medium can execute the steps in any of the game display methods provided in the embodiments of this application, the beneficial effects that any of the game display methods provided in the embodiments of this application can achieve can be realized. For details, please refer to the previous embodiments, which will not be repeated here.
[0315] The above provides a detailed description of a game display method, apparatus, computer device, and storage medium provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the above embodiments are only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.
Claims
1. A game display method, characterized in that, include: The game interface is displayed, which includes at least a portion of the game scene and at least a portion of the virtual objects located in the game scene; If the game scene includes an occupiable base of the current virtual object, an occupation prompt message for the occupiable base is displayed on the game interface; In response to the capture operation of the captureable base, the captureable base is switched to a specific function base of the current virtual object, and a capture success prompt message is displayed on the game interface. The specific function base provides the current virtual object with at least a resurrection function. The captureable base includes a capture marker item set on the captureable base. Wherein, the step of switching the occupiable base to a specific functional base of the current virtual object in response to an occupation operation on the occupiable base includes: In response to the operation of controlling the current virtual object to acquire the occupation marker item from the occupationable base, the occupationable base is switched to a specific functional base of the current virtual object; wherein the occupationable base is one of at least one unoccupied base.
2. The method according to claim 1, characterized in that, The occupation prompt information includes occupation operation controls. The step of switching the occupiable base to a specific functional base of the current virtual object in response to an occupation operation on the occupiable base includes: In response to a trigger operation on the occupation operation control, when the trigger operation meets the preset occupation success conditions, the occupationable base is switched to the specific functional base of the current virtual object.
3. The method according to claim 2, characterized in that, The occupation notification information also includes occupation progress notification information, and the method further includes: In response to a trigger operation on the capture operation control, determine the capture progress of the current virtual object on the captureable base; The occupation progress notification information is updated based on the occupation progress.
4. The method according to claim 2, characterized in that, The step of responding to a trigger operation on the occupation operation control, when the trigger operation meets preset occupation success conditions, to switch the occupationable base to a specific functional base of the current virtual object, includes: In response to a trigger operation on the capture operation control, the duration of the trigger operation is calculated; When the duration of the operation reaches the preset duration threshold corresponding to the preset successful occupation condition, the occupationable base is switched to the specific functional base of the current virtual object.
5. The method according to claim 1, characterized in that, The base's constituent elements include a status identifier element, wherein when the base is in an ownerless state, the status identifier element is displayed in a first display style; After switching the occupiable base to a specific functional base of the current virtual object, the following steps are included: The first display style of the base is switched to the second display style, wherein the second display style indicates that the occupiable base is occupied by the current virtual object as a specific functional base.
6. The method according to claim 5, characterized in that, The first display style includes a first display color, and the second display style includes a second display color; the method further includes: When the current virtual object successfully occupies the occupiable base, the occupiable base transitions from a first display color to a second display color; When the current virtual object fails to occupy the occupies the base, the display color of the occupies the base gradually fades back to the first display color.
7. The method according to claim 1, characterized in that, The game interface also includes a map display area, which includes map information of the current virtual object in the game scene, and at least one unoccupied base in the game scene, as well as an ownerless status identifier corresponding to the unoccupied base. The step of switching the occupiable base to a specific functional base of the current virtual object in response to an occupation operation on the occupiable base includes: In the map display area, the unclaimed status identifier corresponding to the occupyable base targeted by the occupation operation is switched to an occupied status identifier. The occupied status identifier is used to indicate that the occupyable base is occupied by the current virtual object as a specific functional base, wherein the occupyable base is one of the at least one unoccupied bases.
8. The method according to claim 7, characterized in that, Before switching the occupiable base to the specific functional base of the current virtual object, the map display area also includes the original specific functional base of the current virtual object; After switching the occupiable base to a specific functional base of the current virtual object, the method further includes: In the map display area, the occupied status indicator corresponding to the original specific functional base is switched to the unclaimed status indicator.
9. The method according to claim 7, characterized in that, After switching the occupiable base to a specific functional base of the current virtual object, the method further includes: Identify the teammates of the current virtual object; Send a specific function base update message to the teammate of the same faction, and trigger the specific function base update in the map display area on the teammate's game interface.
10. The method according to claim 1, characterized in that, The method further includes: If the game scene includes the opposing team's base of the current virtual object, then display the confrontation prompt information for the opposing team's base on the game interface; In response to an adversarial operation against the adversary's base, display the base damage results against the adversary's base.
11. The method according to claim 1, characterized in that, The method further includes: When the current virtual object is detected to be in a state of waiting to be revived, the adversarial zone is determined; When the current virtual object meets the preset resurrection conditions, a target prompt route is displayed. The target prompt route is used to guide the current virtual object to reach the confrontation area from the specific functional base.
12. The method according to claim 1, characterized in that, If the game scene includes an occupiable base of the current virtual object, before displaying the occupation prompt information for the occupiable base on the game interface, the method further includes: Identify the position information of the current virtual object in the game scene; Based on the location information of the current virtual object, determine the base in the vicinity of the current virtual object; The base is identified to obtain its attribution information; Based on the ownership information of the bases, the unoccupied bases are identified as the occupiable bases of the current virtual object.
13. The method according to claim 12, characterized in that, If the game scene includes an occupiable base of the current virtual object, then displaying an occupation prompt message for the occupiable base on the game interface includes: If the game scene includes a base that is not occupied by any virtual object, calculate the distance information between the current virtual object and the base; When the distance information meets the preset distance threshold, an occupation prompt message for the base is displayed on the game interface.
14. The method according to claim 1, characterized in that, The game scene also includes conquerable virtual items; the virtual objects include virtual objects from multiple different factions, where each faction corresponds to a specific functional base; the method further includes: In response to a virtual object's occupation operation on the occupationable virtual item, the location information of the occupationable virtual item is detected; When the location information of the occupiable virtual item is detected to match the location information of the specific functional base corresponding to the virtual object, the score parameters of the faction corresponding to the virtual object are updated.
15. The method according to claim 14, characterized in that, The method further includes: In response to the virtual object's occupation operation on the occupationable virtual item, the number of occupationable virtual items occupied by each virtual object in the corresponding faction of the virtual object is identified; When the number of occupiable virtual items occupied by the virtual object meets the preset quantity condition, a base occupation prompt message is displayed. The base occupation prompt message is used to indicate to the virtual object that an occupiable base meets the preset strategy conditions.
16. The method according to claim 14, characterized in that, The method further includes: When the location information of the occupiable virtual item is detected to match the location information of the specific functional base corresponding to the virtual object, the score parameter of the faction corresponding to the virtual object is identified; When the score parameters of the corresponding faction of the virtual object meet the preset score conditions, a base expansion prompt message is displayed. The base expansion prompt message is used to prompt the virtual object to occupy at least one occupiable base as a specific functional base.
17. The method according to claim 14, characterized in that, The method further includes: When the virtual object is detected to be in a state of waiting to be revived, the updated score parameters of the corresponding faction of the virtual object are determined; Based on the updated points parameters, adjust the resurrection time required for the virtual object to resurrect. The virtual object is revived based on the revival time.
18. A game display device, characterized in that, include: The first display unit is used to display a game interface, the game interface including at least a portion of the game scene and at least a portion of the virtual objects located in the game scene; The second display unit is used to display an occupation prompt message for the occupation base on the game interface if the game scene includes an occupation base of the current virtual object; A switching unit is configured to, in response to an occupation operation on the capturable base, switch the capturable base to a specific functional base of the current virtual object, and display a successful occupation message on the game interface, wherein the specific functional base provides the current virtual object with at least a resurrection function; the capturable base includes an occupation marker item set on the capturable base; The switching unit includes: An operation switching subunit is configured to, in response to an operation that controls the current virtual object to acquire the occupation marker item from the occupationable base, switch the occupationable base to a specific functional base of the current virtual object; wherein the occupationable base is one of at least one unoccupied base.
19. A computer device, characterized in that, It includes a memory and a processor; the memory stores an application program, and the processor is used to run the application program within the memory to perform the operations in the game display method according to any one of claims 1 to 17.
20. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform the steps of the game display method according to any one of claims 1 to 17.
21. A computer program product, comprising a computer program or instructions, characterized in that, When the computer program or instructions are executed by a processor, they implement the steps of the game display method according to any one of claims 1 to 17.