Game match starting method and device and electronic equipment
By displaying multi-stage game animations and scene element transitions on the game preparation screen, the problem of player boredom during game loading and waiting is solved, thus improving the game experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2023-05-12
- Publication Date
- 2026-05-15
AI Technical Summary
During the game loading process, the loading screens of existing technologies are unattractive, causing players to feel bored and anxious, which affects the gaming experience.
The game guides players through the game map by displaying animations on the game preparation screen, including the first, second, and third game animations, combined with the switching effects of virtual avatars and scene elements, until all players select a game map or the time limit is reached.
It enhances the player's waiting experience, improves the game's appeal and information delivery through the interactivity of animations and scene elements, and increases player participation and opportunities to learn about the game content.
Smart Images

Figure CN116785689B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of live streaming technology, and more specifically, to a method, apparatus, and electronic device for initiating a game match. Background Technology
[0002] In related technologies, while players wait for the game to load, the graphical user interface typically displays some preset loading screens. For example, the loading page may show the game's logo, version information, or prompts; or it may randomly display several game scenes. However, this content is generally not very appealing to players, causing them to feel bored, anxious, or even irritable during the loading wait, thus negatively impacting their gaming experience. Summary of the Invention
[0003] In view of this, the purpose of the present invention is to provide a method, apparatus and electronic device for starting a game match, so as to improve the player experience while waiting for a game match to start.
[0004] In a first aspect, embodiments of the present invention provide a method for initiating a game match, which provides a graphical user interface through a terminal device. The graphical user interface displays a match preparation interface corresponding to a target game. The method includes: at a first moment, in response to a game match initiation command, displaying a first game animation for introducing a preset first game map on the match preparation interface; at a second moment, in response to a game map selection event, determining a second game map from the game maps provided by the target game, and switching the first game animation to display a second game animation for introducing the second game map, wherein the game map selection event is triggered based on the selection of the game map by each game account in the game match, and the second moment is a moment after the first moment; in response to a third moment, or in response to all game accounts in the game match completing the selection of the game map before the third moment, determining a third game map from the game maps selected by each game account in the game match as the game map for the game match, the third moment being a moment after the second moment; controlling the switching of the second game animation to display a third game animation for introducing the third game map, and controlling the loading of game resources required to initiate the game match during the display of the third game animation.
[0005] Secondly, embodiments of the present invention provide a device for initiating a game match, which provides a graphical user interface (GUI) via a terminal device. The GUI displays a match preparation interface corresponding to a target game. The device includes: a first game animation display module, configured to, at a first moment, in response to a game match initiation command, display a first game animation on the match preparation interface to introduce a preset first game map; and a second game animation display module, configured to, at a second moment, in response to a game map selection event, determine a second game map from the game maps provided by the target game, and switch the first game animation to display a second game animation to introduce the second game map, wherein the game map selection event is based on the game match... The first moment is triggered by each game account's selection of the game map for the game match; the second moment is the moment after the first moment. The game map determination module is used to determine a third game map from the game maps selected by each game account in response to the arrival of the third moment, or in response to all game accounts in the game match completing their selection of the game map before the third moment. The third moment is the moment after the second moment. The third game animation display module is used to control the switching of the second game animation to display the third game animation used to introduce the third game map, and to control the loading of game resources required to start the game match during the display of the third game animation.
[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-described method for starting a game session.
[0007] Fourthly, embodiments of the present invention provide a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the above-described method for starting a game session.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] The aforementioned method, device, and electronic device for initiating a game match, in response to a game match initiation command at a first moment, displays a first game animation introducing the first game map on the match preparation interface; at a second moment, in response to a game map selection event, selects a second game map from the game maps provided by the target game, and switches to display a second game animation introducing the second game map; in response to a third moment, or in response to all game accounts in the game match completing their game map selections before the third moment, selects a third game map as the target game map from the game maps selected by each game account, switches to display a third game animation introducing the third game map, and simultaneously controls the loading of game resources for initiating the game match. This method allows players to learn about relevant content while waiting for the game match to start, improving the player experience.
[0010] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.
[0011] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0012] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0013] Figure 1 A flowchart illustrating a method for initiating a game session according to an embodiment of the present invention;
[0014] Figure 2 A schematic diagram of a graphical user interface displaying scene transition animation provided in an embodiment of the present invention;
[0015] Figure 3 A schematic diagram of a channel element provided in an embodiment of the present invention;
[0016] Figure 4 A schematic diagram of a battle preparation interface displaying a countdown indicator, provided for an embodiment of the present invention;
[0017] Figure 5 A schematic diagram of a battle preparation interface displaying scene identifiers provided in an embodiment of the present invention;
[0018] Figure 6 A schematic diagram of a device for initiating a game session, provided in an embodiment of the present invention;
[0019] Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0020] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0021] When players start a game or transition from one match to another, the loading process is often unavoidable. This waiting period can be quite long, causing unnecessary anxiety and frustration.
[0022] In related technologies, online games typically display preset loading screens or animations, often accompanied by in-game prompts. However, this method is rather monotonous and tedious, failing to attract players and resulting in a poor player experience while waiting for the game to load.
[0023] Based on this, embodiments of the present invention provide a method, apparatus, and electronic device for starting a game match, which can be applied to game scenarios that require loading game match resources.
[0024] See Figure 1 First, we will introduce a method for starting a game match according to an embodiment of the present invention. The method includes the following steps: A graphical user interface (GUI) is provided by a terminal device, which displays a match preparation interface corresponding to the target game.
[0025] In step S102, at the first moment, in response to the game start command, the first game animation for introducing the preset first game map is displayed on the game preparation interface.
[0026] Game start commands can be generated in various situations. For example, multiple player-controlled accounts in the same game team or game scene trigger the match preparation controls displayed on the match preparation screen, or the game system forces these game accounts to enter other game scenes after a set time. The specific method for generating game start commands can be configured according to needs and is not limited here.
[0027] The first game map can be randomly selected from multiple game maps provided by the target game, or the system can count the selection frequency or number of times multiple game maps provided by the target game are selected, and determine the game map with the highest selection frequency or the most selections as the first game map.
[0028] The aforementioned first game animation can display scene elements of the game scene corresponding to the first game map, such as common "monsters," frequently used "weapons," and natural landscape elements (trees, grass) and artificial landscape elements (houses, courtyards), etc., used in the game scene. It can also include video footage of game operations occurring within the game scene, and textual or visual descriptions of the game modes within that scene. Furthermore, it can display the virtual avatar of the game account controlled by the terminal device within the game scene corresponding to the first game map. Specific settings can be configured according to requirements and are not limited here.
[0029] In step S104, at the second moment, in response to the game map selection event, a second game map is determined from the game maps provided by the target game, and the first game animation is switched to display the second game animation used to introduce the second game map. The game map selection event is triggered based on the selection of the game map by each game account in the game match, and the second moment is the moment after the first moment.
[0030] The game accounts participating in a match typically include multiple accounts, some of which may be AI accounts controlled by the game system. These AI accounts may be controlled by the system to randomly select a game map from the game maps provided by the target game, or they may not select a map at all. Other game accounts controlled by the player through their terminal device can usually select the game map corresponding to the match from the game maps provided by the target game using a selection control.
[0031] Players can typically select the game map at any time before the match begins. The time interval between the second and first moments can be a fixed duration, for example, 10 seconds after the first moment to determine the arrival of the second moment. Alternatively, the time interval can be determined based on the game account's map selection; for example, if a set number of game accounts select a map at any time within 10 seconds after the first moment, that moment is designated as the second moment; otherwise, the moment 10 seconds after the first moment is designated as the second moment. The specific settings can be customized according to requirements and are not limited here.
[0032] During the transition from the first game animation to a second game animation showcasing the second game map, various transition effects can be generated. For example, if the first game animation displays a virtual avatar of the game account, a passage or fissure effect can be generated during the transition, allowing the virtual avatar to pass through the passage or fissure from the scene displayed in the first game animation to the scene displayed in the second game animation. The second game animation typically displays scene elements corresponding to the game scene of the second game map. Its display method is similar to that of the first game animation and will not be elaborated upon here.
[0033] Step S106: In response to the arrival of the third moment, or in response to all game accounts in the game having completed the selection of the game map for the game before the third moment, a third game map is determined from the game maps selected by each game account in the game as the game map for the game. The third moment is the moment after the second moment.
[0034] The aforementioned third moment can be a point with a specified duration between it and the first moment. For example, the 30th second after the first moment can be considered the third moment. At any time between the first and third moments, players can select the game map for the match. If, at some point between the first and third moments, all game accounts for the match have selected a game map, then the map selected most frequently will be designated as the third game map, which will also be the game map for this match.
[0035] If, at the third time point, there are still game accounts that haven't selected a game map, these accounts can be ignored, and the third game map will be determined directly based on the already selected maps. Typically, the game map with the most selections will be chosen as the third game map, i.e., the map corresponding to this game.
[0036] Step S108: Control the switching of the second game animation to display the third game animation used to introduce the third game map, and control the loading of game resources required to start the game match during the display of the third game animation.
[0037] When switching from the second game animation to a third game animation showcasing the third game map, similar animation effects such as passageways or cracks can be used. The virtual character passes through these passageways or cracks from the scene displayed in the second game animation to the scene displayed in the third game animation. This third game animation typically also displays scene elements from the game scene corresponding to the third game map. Its display method is similar to that of the first game animation and will not be elaborated upon here.
[0038] During the presentation of the third game animation, it is also necessary to control the loading of game resources required to start the game. These game resources may include scene rendering resources corresponding to the third game map, as well as page display resources, etc., which can be configured according to requirements.
[0039] The aforementioned method for initiating a game match involves the following steps: First, in response to a game match initiation command, a first game animation introducing the first game map is displayed on the match preparation screen. Second, in response to a game map selection event, a second game map is selected from the maps provided by the target game, and a second game animation introducing the second game map is displayed. Third, in response to a third timeout, or in response to all game accounts completing their game map selections before the third timeout, a third game map is selected as the target game map from the maps selected by each game account, and a third game animation introducing the third game map is displayed. Simultaneously, the game resources for initiating the game match are loaded. This method allows players to learn about relevant content while waiting for the game to start, enhancing the player experience.
[0040] The following embodiment provides an implementation method for displaying a first game animation introducing a preset first game map on the game preparation interface in response to a game start command.
[0041] The aforementioned game involves multiple game accounts; these accounts include a first game account and at least one second game account. The first game account is controlled by a terminal device; players also view the first game animation through the graphical user interface provided by the terminal device. The first moment can be determined based on all players entering the game preparation state. Specifically, players can control the first game account to enter the game preparation state via the terminal device, for example, by clicking a control for entering the game preparation state. In response to the corresponding game preparation event for the first game account, the system confirms that the first game account has entered the game preparation state. The game system needs to continue monitoring whether other second game accounts have entered the game preparation state. In response to the first game account and all second game accounts being in the game preparation state, the system displays the first game animation introducing the preset first game map on the game preparation interface. Alternatively, if the first game account and a set number of second game accounts are all in the game preparation state, the first game animation introducing the preset first game map can be directly displayed on the game preparation interface.
[0042] When displaying the first game animation, a rift element can be shown on the match preparation screen, thereby generating an animation effect where the virtual avatar of the first game account enters the game loading scene through the rift element in the virtual scene corresponding to the match preparation screen, such as... Figure 2The image shows a diagram illustrating a black crack appearing in front of the first game account.
[0043] In practical implementation, the first game animation can be generated based on the scene elements in the first game map and the virtual avatar of the first game account. The scene elements in the first game map may include one or more of the following: map elements of the first game map, object identifiers and attribute information of virtual characters in the target game scene corresponding to the first game map, display images of the game mode corresponding to the target game scene, and object identifiers and attribute information of preset equipment and props.
[0044] Channel elements can also be used when generating the first game animation. These channel elements can take various forms, such as underwater tunnels, train tunnels, and underground tunnels. Each channel element needs to have an internal space. When the virtual avatar of the first game account is located within this internal space, it can move forward by the movement of the channel element or by moving on its own, visually creating the effect that the first game account enters the corresponding game scene of the first game map through the channel element. Furthermore, transportation elements for movement can be set in the game loading scene, such as a broom element that the first game account can ride or a train element that can be ridden. Figure 3 As shown, this is a relatively simple passage element from the player's perspective. The passage element has an exit at its end, and its interior space is enclosed by quadrilaterals.
[0045] During the generation of the first game animation, to provide players with further information about the game scene their first game account is about to enter, such as the scene environment, game mode, and enemy enemies, the target game scene can be displayed at the exit of the channel element. Multiple locations of the target game scene can be displayed in animated form, or only a single scene can be shown. Furthermore, scene elements can be combined with the internal space of the channel element, such as displaying them within the internal space of a regular element or on the surface surrounding its internal space, creating the visual effect that the channel element is composed of scene elements from the target game scene.
[0046] In addition, to further highlight the player's personality and bring a better social experience, relevant elements of the first game account can be obtained; these relevant elements include commonly used emoticons and / or commonly used props of the first game account; and further, based on the scene elements in the first game map, the virtual image of the first game account and related elements, the first game animation can be generated, thereby making the first game animation more attractive to players.
[0047] The generated first game animation will be displayed in the match preparation screen, which will also display a corresponding countdown indicator; this countdown indicator is used to indicate the remaining duration of the game loading event. For example... Figure 4 As shown, the 20 in the bottom right corner indicates that the game will take another 20 seconds to load.
[0048] The following embodiment provides an implementation method that, in response to a game map selection event, determines a second game map from the game maps provided by the target game and switches the first game animation to display a second game animation used to introduce the second game map.
[0049] The second moment mentioned above is usually spaced from the first moment by a preset duration. In specific implementations, the current moment is designated as the second moment if the current moment is after the first moment and the duration between the two moments is equal to the preset duration.
[0050] After the first moment, in response to the game map selection event of each game account in the game, the candidate game maps selected by at least some of the game accounts are determined; and at the second moment, a second game map can be determined based on the candidate game maps selected by at least some of the game accounts, and the first game animation is switched to display a second game animation to introduce the second game map.
[0051] In practical implementation, the second timeframe can include multiple sub-timeframes. At each sub-timeframe, the number of times the selected candidate game maps are chosen is counted to determine the current second game map. Adjacent sub-timeframes can be spaced out by a specified duration, or the next sub-timeframe can be determined based on the length of the currently playing second game animation. For example, the next sub-timeframe could be the end time of the current second game animation.
[0052] Specifically, the first sub-time point among multiple sub-time points is determined as the current sub-time point. For example, if the duration interval between the first sub-time points is the shortest, the 10th second after the first sub-time point is considered the first sub-time point. At the current sub-time point, a second game map can be determined based on the candidate game maps selected by at least some game accounts before the first sub-time point, and the first game animation is switched to display a second game animation introducing the second game map. For example, if there are 10 game accounts in the match, and 5 accounts selected a game map within 10 seconds after the first time point, at the 10th second, the selected candidate regions can be statistically analyzed to determine the second game map, and the corresponding second game animation can be displayed.
[0053] The duration interval between adjacent sub-times is usually fixed. The next sub-time after the current sub-time can be defined as the current sub-time; for example, the 10th second after the first sub-time can be the next sub-time. At the current sub-time, based on the candidate game maps selected by at least some game accounts during the target time period, the second game map is updated, and the second game animation is updated to introduce the updated second game map. The target time period can be the time period between the first time period and the current sub-time, which in the example above is the time period between the first time period and 20 seconds after the first time period; or it can be the event segment between the sub-time before the current sub-time and the current sub-time, i.e., the time period between 10 seconds and 20 seconds after the first time period. For example, between the first time period and the first sub-time, four game accounts selected candidate game maps, and between the first sub-time and the second sub-time, three game accounts selected candidate game maps. When determining the second game map at the second sub-time, it can be determined based on the candidate game maps selected by the seven game accounts, or it can be determined based on the candidate game maps selected between the first and second sub-times.
[0054] If the current sub-time is not the last sub-time, continue to determine the next sub-time after the current sub-time as the current sub-time, determine the updated second game map, and then display the updated game animation of the updated second game map.
[0055] In practical implementation, when the duration interval between multiple sub-times of the second time step is a specified duration, such as when the second time step mentioned above includes multiple time steps located between the first and third time steps, and the interval between adjacent second time steps is a specified duration, a frequency variable can be introduced to determine each sub-time step.
[0056] Specifically, when N second moments are set, where N is a positive integer greater than 1, the second moment that is one specified time interval from the first moment can be defined as the fourth moment (which can be regarded as the first sub-moment of the second moment). At the fourth moment, based on the candidate game maps selected by at least some game accounts before the fourth moment, a second game map is determined, and the first game animation is switched to display the second game animation used to introduce the second game map. Here, a variable K can be introduced, and the value of variable K can be set to 2. Further, the moment that is K specified time intervals from the first moment can be defined as the fifth moment (which can be regarded as the other sub-moments of the second moment excluding the first sub-moment). At the fifth moment, based on the candidate game maps selected by at least some game accounts during the target time period, the second game map is updated, and the second game animation is updated to display the game animation introducing the updated second game map.
[0057] The target time period can be the period between the first moment and the fifth moment, or the period between the first moment and the fifth moment, which is the game map selected within the specified time period before the fifth moment.
[0058] Since the second moment is only N specified time intervals from the first moment, it is necessary to determine whether the variable value of K is less than N. If it is less, update the variable value of K to the current variable value plus 1, and continue to execute the step of determining the moment that is K specified time intervals from the first moment as the fifth moment, until the variable value of K equals N. At this time, it is not necessary to determine the second game map, but only to wait for the third moment to be reached to determine the final third game map.
[0059] There can be one or more alternative game maps. Different game accounts may select the same alternative game map or different alternative game maps. When determining the second game map, if the alternative game maps include a game map provided by one target game, the alternative game map is determined as the second game map. If the alternative game maps include multiple game maps provided by multiple target games, the number of times each of the multiple game maps included in the alternative game maps is selected is counted, and the game map with the most selections among the alternative game maps is determined as the second game map.
[0060] The aforementioned match preparation interface can also display object identifiers for each game account in the match. When at least some game accounts have selected alternative game maps, scene identifiers for the alternative game scenes corresponding to those accounts can be displayed at a designated location on the object identifiers of the selected alternative game maps. These scene identifiers can be scene icons, scene names, etc. The designated location can be above, below, to the left, or to the right of the object identifier, and can be set according to requirements. Figure 5 As shown, the scene name is displayed above the three object icons as the scene identifier.
[0061] This invention also provides another method for starting a game session, which is described in... Figure 1 This method is implemented based on the method shown. In this method, a tunnel is used as a passage element. The game loading scene includes a tunnel, and while the player is waiting for the game to load, the first game account they control traverses the scene through this tunnel. The internal display of this tunnel needs to automatically change according to the map scene selected by the player with the most points in the team.
[0062] Inside the tunnel, various holographic projection animations and items can be set up. These animations will display gameplay mechanics for the selected game mode, as well as equipment or items suitable for that mode. This allows players to receive more valuable information while waiting, enhancing the game's replayability. Furthermore, to personalize loading animations, we will also float players' most frequently used emoticons or items within the tunnel. Each player will see their favorite emoticons or items floating towards them, thus increasing the social aspect.
[0063] This method mainly includes the following steps:
[0064] Player 1 controls the first game account to enter the game loading scene. This process requires loading transition effects. For example, 10 seconds after the end of the previous game, a crack animation appears on the screens of all players who have not left the room, accompanied by a game IP bot guiding the first game account into the tunnel displayed on the game loading screen, waiting for the start of the next game.
[0065] 2. Display a game loading countdown and game scene selection controls in the graphical user interface. For example, each loading animation lasts for 56 seconds (i.e., the player's waiting time). During this time, the animation shows the effect of the player-controlled first game account traveling through a tunnel, and displays controls for selecting the next game map. Various items and gameplay demonstration videos can be displayed in the tunnel, flying towards the first game account. A countdown timer is displayed in the lower right corner.
[0066] 3. First game account votes to select the map. For example, there are four maps in the current game. During the tunnel loading animation, players can choose the map they want to play in the next round. The name of the selected map will appear above the avatar of players who have made a selection, while the name will not be displayed above the avatar of players who have not made a selection.
[0067] 4. Scene Changes: When players in a team choose a game map, the map with the most players will appear in the tunnel scene, immersing players in the experience. This not only increases player participation but also allows them to more intuitively understand the game's diversity and fun. If no player makes a choice, or if the number of players choosing a map is equal, the system will randomly select and play the tunnel scene animation for the next game map. (Each tunnel scene animation is preset to 4 seconds, so the system counts the number of players and switches the tunnel animation every 4 seconds.)
[0068] 5. Displaying floating props in the game loading scene: The system will collect data on the most frequently used emoticons or props in the game. The most frequently used emoticons and props will float over in the tunnel, which not only increases the fun of waiting, but also makes the player's personality more prominent and brings a better social experience.
[0069] 6. Floating introductory videos during game loading screens: In addition to the various floating items mentioned above, players can also see various forms of holographic projection animations floating by. These animations will showcase gameplay videos based on the game mode the player is about to enter, while also introducing the latest version of items. This allows players to obtain more valuable information while waiting, helps them better understand the gameplay, and enhances the game's replayability.
[0070] The above method has the following beneficial effects:
[0071] (1) Improve the player's interactive experience: Traditional game loading screens are often monotonous and boring, while this technology allows players to have a better interactive experience while waiting for the game to load by changing the scene tunnel based on the map selected by the player.
[0072] (2) Personalized customization is achieved: players can float their most frequently used emoticons in the tunnel, allowing them to express their personality according to their preferences and character.
[0073] (3) Information push is realized: The holographic projection animation in the tunnel can not only show the gameplay video introduction of the game mode, but also push the equipment or prop introduction that meets the player's game needs, allowing players to learn more useful information while waiting for the game to load.
[0074] For the above method embodiments, see Figure 6 The embodiment of the present invention shown provides a device for initiating a game match, which provides a graphical user interface through a terminal device. The graphical user interface displays a match preparation interface corresponding to the target game. The device includes:
[0075] The first game animation display module 602 is used to display a first game animation to introduce the preset first game map on the game preparation interface in response to the game start command at the first moment.
[0076] The second game animation display module 604 is used to, in response to the game map selection event at a second moment, determine a second game map from the game maps provided by the target game, and switch the first game animation to display the second game animation used to introduce the second game map. The game map selection event is triggered based on the selection of the game map by each game account in the game match. The second moment is the moment after the first moment.
[0077] The game map determination module 606 is used to determine a third game map from the game maps selected by each game account in response to the time reaching the third moment, or in response to all game accounts in the game completing the selection of the game map for the game before the third moment. The third moment is the moment after the second moment.
[0078] The third game animation display module 608 is used to control the switching of the second game animation to the display of the third game animation used to introduce the third game map, and to control the loading of game resources required to start the game during the display of the third game animation.
[0079] The aforementioned game match initiation device, in response to a game match initiation command, firstly displays a first game animation introducing the first game map on the match preparation interface; secondly, in response to a game map selection event, it determines a second game map from the game maps provided by the target game and switches to display a second game animation introducing the second game map; in response to a third timeout, or in response to all game accounts in the game match completing their game map selections before the third timeout, it determines a third game map as the target game map from the game maps selected by each game account, switches to display a third game animation introducing the third game map, and simultaneously controls the loading of game resources for initiating the game match. This method allows players to learn about relevant content while waiting for the game match to start, improving the player experience.
[0080] The aforementioned game match includes multiple game accounts; the multiple game accounts include a first game account and at least one second game account; the first game account is controlled by a terminal device; the first game animation display module is also used to: in response to the game preparation event corresponding to the first game account, determine that the first game account has entered the game preparation state; in response to the first game account and at least one second game account being in the game preparation state, display a first game animation on the game preparation interface to introduce the preset first game map.
[0081] The aforementioned second game animation display module is also used to: after the first moment, in response to the game map selection event of each game account in the game match, determine the alternative game map selected by at least some of the game accounts; at the second moment, based on the alternative game map selected by at least some of the game accounts, determine a second game map, and switch the first game animation to display the second game animation used to introduce the second game map.
[0082] The aforementioned second time point includes multiple time points located between the first time point and the third time point; the interval between adjacent second time points is a specified duration.
[0083] The aforementioned second time interval includes N, where N is a positive integer greater than 1. The second game animation display module is further configured to: determine the second time interval, which is 1 specified time interval from the first time interval, as the fourth time interval; at the fourth time interval, based on the candidate game maps selected by at least some game accounts before the fourth time interval, determine a second game map, and switch the first game animation to display the second game animation used to introduce the second game map; set the value of the preset variable K to 2; determine the time interval, which is 1 specified time interval from the first time interval, as the fifth time interval; at the fifth time interval, based on the candidate game maps selected by at least some game accounts during the target time interval, update the second game map, and update the second game animation to display the game animation introducing the updated second game map; the target time interval is the time interval between the first time interval and the fifth time interval, or the target time interval is the time interval between the first time interval, which is 1 specified time interval from the first time interval, and the fifth time interval; determine whether the value of K is less than N; if it is less, update the value of K to the current value plus 1, and continue to execute the step of determining the time interval, which is 1 specified time interval from the first time interval, as the fifth time interval, until the value of K equals N.
[0084] The aforementioned second moment includes multiple sub-moments; the aforementioned second game animation display module is further configured to: determine the first sub-moment among the multiple sub-moments as the current sub-moment; determine a second game map based on the candidate game maps selected by at least some game accounts; and switch the first game animation to display the second game animation used to introduce the second game map; determine the next sub-moment after the current sub-moment as the current sub-moment; at the current sub-moment, update the second game map based on the candidate game maps selected by at least some game accounts during the target time period; and update the second game animation to an updated game animation introducing the updated second game map; the target time period is the time period between the first moment and the current sub-moment, or the event segment between the sub-moment before the current sub-moment and the current sub-moment; continue to execute the step of determining the next sub-moment after the current sub-moment as the current sub-moment until the current sub-moment is the last sub-moment among the multiple sub-moments.
[0085] The aforementioned alternative game maps include one or more game maps provided by the target games; the aforementioned second game animation display module is further configured to: in response to the alternative game maps including a game map provided by a target game, determine the alternative game map as the second game map; in response to the alternative game maps including multiple game maps provided by multiple target games, count the number of times the multiple game maps included in the alternative game maps are selected, and determine the game map with the most selections among the alternative game maps as the second game map.
[0086] The graphical user interface also displays object identifiers for each game account in the game match; the device method further includes: a scene identifier display module, used to display scene identifiers for candidate game scenes corresponding to at least some game accounts at designated locations of object identifiers for candidate game maps selected by at least some game accounts.
[0087] The aforementioned game match includes a first game account; the first game account is controlled by a terminal device; the aforementioned device method further includes: a first game animation generation module, used to generate a first game animation based on scene elements in the first game map and the virtual image of the first game account.
[0088] The scene elements in the aforementioned first game map include map elements of the first game map, object identifiers and attribute information of virtual characters in the target game scene corresponding to the first game map, display images of the game mode corresponding to the target game scene, and / or object identifiers and attribute information of preset equipment and props.
[0089] The aforementioned first game animation generation module is also used to: obtain relevant elements of the first game account; the relevant elements include commonly used emoticon elements and / or commonly used prop elements of the first game account; and generate the first game animation based on scene elements in the first game map, the virtual image of the first game account, and related elements.
[0090] The aforementioned device further includes: a countdown indicator display module, used to display a countdown indicator on the game preparation interface in response to a game start command; the countdown indicator is used to indicate the interval between the current time and the start time of the game.
[0091] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the above-described method for starting a game session. Specifically:
[0092] At the first moment, in response to the game start command, a first game animation introducing the preset first game map is displayed on the game preparation interface; at the second moment, in response to the game map selection event, a second game map is selected from the game maps provided by the target game, and the first game animation is switched to display the second game animation introducing the second game map. The game map selection event is triggered based on the selection of the game map by each game account in the game. The second moment is the moment after the first moment; in response to the time reaching the third moment, or in response to all game accounts in the game completing the selection of the game map before the third moment, a third game map is selected from the game maps selected by each game account as the game map for the game. The third moment is the moment after the second moment; the second game animation is switched to display the third game animation introducing the third game map, and during the display of the third game animation, the game resources required to start the game are loaded.
[0093] The above methods allow players to learn about relevant content while waiting for a game to start, thus improving the player experience.
[0094] Optionally, the aforementioned game match includes multiple game accounts; the multiple game accounts include a first game account and at least one second game account; the first game account is controlled by a terminal device; the step of displaying a first game animation for introducing a preset first game map on the game preparation interface in response to a game match start command includes: in response to a game preparation event corresponding to the first game account, determining that the first game account has entered the game preparation state; in response to both the first game account and at least one second game account being in the game preparation state, displaying a first game animation for introducing a preset first game map on the game preparation interface.
[0095] Optionally, the step of determining a second game map from the game maps provided by the target game in response to the game map selection event at the second moment, and switching the first game animation to display a second game animation for introducing the second game map, includes: after the first moment, in response to the game map selection event of each game account in the game match, determining the candidate game maps selected by at least some of the game accounts; at the second moment, determining a second game map based on the candidate game maps selected by at least some of the game accounts, and switching the first game animation to display a second game animation for introducing the second game map.
[0096] Optionally, the second time point mentioned above includes multiple time points located between the first time point and the third time point; the interval between adjacent second time points is specified as a duration.
[0097] Optionally, the aforementioned second time interval includes N, where N is a positive integer greater than 1; the step of determining a second game map based on candidate game maps selected by at least some game accounts at the second time interval, and switching the first game animation to display a second game animation for introducing the second game map, includes: determining the second time interval with a specified time interval from the first time interval as the fourth time interval; at the fourth time interval, determining a second game map based on candidate game maps selected by at least some game accounts before the fourth time interval, and switching the first game animation to display a second game animation for introducing the second game map; setting the value of the preset variable K to 2; and setting the value of the second time interval with a specified time interval from the first time interval to the fourth time interval. K specified durations are determined as the fifth moment. At the fifth moment, based on the candidate game maps selected by at least some game accounts during the target time period, the second game map is updated, and the second game animation is updated to introduce the updated second game map. The target time period is the time period between the first moment and the fifth moment, or the target time period is the time period between the first moment and the fifth moment, which is K-1 specified durations apart from the first moment. It is determined whether the variable value of K is less than N. If it is less, the variable value of K is updated to the current variable value plus 1, and the step of determining the fifth moment as K specified durations apart from the first moment is continued until the variable value of K is equal to N.
[0098] Optionally, the aforementioned second moment includes multiple sub-moments; the step of determining a second game map based on candidate game maps selected by at least some game accounts and switching the first game animation to display a second game animation for introducing the second game map at the aforementioned second moment includes: determining the first sub-moment among the multiple sub-moments as the current sub-moment; determining a second game map based on candidate game maps selected by at least some game accounts; switching the first game animation to display a second game animation for introducing the second game map; determining the next sub-moment after the current sub-moment as the current sub-moment; at the current sub-moment, updating the second game map based on candidate game maps selected by at least some game accounts during a target time period, and updating the second game animation to an updated game animation introducing the updated second game map; the target time period is the time period between the first moment and the current sub-moment, or the event segment between the sub-moment before the current sub-moment and the current sub-moment; continuing to execute the step of determining the next sub-moment after the current sub-moment as the current sub-moment until the current sub-moment is the last sub-moment among the multiple sub-moments.
[0099] Optionally, the aforementioned alternative game maps include game maps provided by one or more target games; the step of determining a second game map based on alternative game maps selected by at least some game accounts includes: in response to the alternative game maps including a game map provided by a target game, determining the alternative game map as the second game map; in response to the alternative game maps including multiple game maps provided by multiple target games, counting the number of times the multiple game maps included in the alternative game maps are selected, and determining the game map with the most selections among the alternative game maps as the second game map.
[0100] Optionally, the graphical user interface described above also displays object identifiers for each game account in the game match; after the first moment, in response to the game map selection event of each game account in the game match, after determining the candidate game maps selected by at least some of the game accounts, the method further includes: displaying scene identifiers of the candidate game scenes corresponding to at least some of the game accounts at a specified position of the object identifiers of the candidate game maps selected by at least some of the game accounts.
[0101] Optionally, the aforementioned game match includes a first game account; the first game account is controlled by a terminal device; the aforementioned method further includes: generating a first game animation based on scene elements in the first game map and the virtual avatar of the first game account.
[0102] Optionally, the scene elements in the first game map include map elements of the first game map, object identifiers and attribute information of virtual characters in the target game scene corresponding to the first game map, display images of the game mode corresponding to the target game scene, and / or object identifiers and attribute information of preset equipment and props.
[0103] Optionally, the steps of generating the first game animation based on scene elements in the first game map and the virtual avatar of the first game account include: obtaining relevant elements of the first game account; the relevant elements include commonly used emoticon elements and / or commonly used prop elements of the first game account; and generating the first game animation based on scene elements in the first game map, the virtual avatar of the first game account, and the relevant elements.
[0104] Optionally, the above method further includes: in response to a game start command, displaying a countdown indicator on the game preparation interface; the countdown indicator is used to indicate the interval between the current time and the start time of the game.
[0105] See Figure 7 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the above-mentioned method for starting a game session.
[0106] Furthermore, Figure 7 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.
[0107] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 7 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0108] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0109] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the above-described method for starting a game session.
[0110] The present invention provides a method, apparatus, and electronic device for initiating a game session, comprising a computer-readable storage medium storing program code, wherein the program code includes instructions that can be used to execute the methods described in the preceding method embodiments. Specifically:
[0111] At the first moment, in response to the game start command, a first game animation introducing the preset first game map is displayed on the game preparation interface; at the second moment, in response to the game map selection event, a second game map is selected from the game maps provided by the target game, and the first game animation is switched to display the second game animation introducing the second game map. The game map selection event is triggered based on the selection of the game map by each game account in the game. The second moment is the moment after the first moment; in response to the time reaching the third moment, or in response to all game accounts in the game completing the selection of the game map before the third moment, a third game map is selected from the game maps selected by each game account as the game map for the game. The third moment is the moment after the second moment; the second game animation is switched to display the third game animation introducing the third game map, and during the display of the third game animation, the game resources required to start the game are loaded.
[0112] The above methods allow players to learn about relevant content while waiting for a game to start, thus improving the player experience.
[0113] Optionally, the aforementioned game match includes multiple game accounts; the multiple game accounts include a first game account and at least one second game account; the first game account is controlled by a terminal device; the step of displaying a first game animation for introducing a preset first game map on the game preparation interface in response to a game match start command includes: in response to a game preparation event corresponding to the first game account, determining that the first game account has entered the game preparation state; in response to both the first game account and at least one second game account being in the game preparation state, displaying a first game animation for introducing a preset first game map on the game preparation interface.
[0114] Optionally, the step of determining a second game map from the game maps provided by the target game in response to the game map selection event at the second moment, and switching the first game animation to display a second game animation for introducing the second game map, includes: after the first moment, in response to the game map selection event of each game account in the game match, determining the candidate game maps selected by at least some of the game accounts; at the second moment, determining a second game map based on the candidate game maps selected by at least some of the game accounts, and switching the first game animation to display a second game animation for introducing the second game map.
[0115] Optionally, the second time point mentioned above includes multiple time points located between the first time point and the third time point; the interval between adjacent second time points is specified as a duration.
[0116] Optionally, the aforementioned second time interval includes N, where N is a positive integer greater than 1; the step of determining a second game map based on candidate game maps selected by at least some game accounts at the second time interval, and switching the first game animation to display a second game animation for introducing the second game map, includes: determining the second time interval with a specified time interval from the first time interval as the fourth time interval; at the fourth time interval, determining a second game map based on candidate game maps selected by at least some game accounts before the fourth time interval, and switching the first game animation to display a second game animation for introducing the second game map; setting the value of the preset variable K to 2; and setting the value of the second time interval with a specified time interval from the first time interval to the fourth time interval. K specified durations are determined as the fifth moment. At the fifth moment, based on the candidate game maps selected by at least some game accounts during the target time period, the second game map is updated, and the second game animation is updated to introduce the updated second game map. The target time period is the time period between the first moment and the fifth moment, or the target time period is the time period between the first moment and the fifth moment, which is K-1 specified durations apart from the first moment. It is determined whether the variable value of K is less than N. If it is less, the variable value of K is updated to the current variable value plus 1, and the step of determining the fifth moment as K specified durations apart from the first moment is continued until the variable value of K is equal to N.
[0117] Optionally, the aforementioned second moment includes multiple sub-moments; the step of determining a second game map based on candidate game maps selected by at least some game accounts and switching the first game animation to display a second game animation for introducing the second game map at the aforementioned second moment includes: determining the first sub-moment among the multiple sub-moments as the current sub-moment; determining a second game map based on candidate game maps selected by at least some game accounts; switching the first game animation to display a second game animation for introducing the second game map; determining the next sub-moment after the current sub-moment as the current sub-moment; at the current sub-moment, updating the second game map based on candidate game maps selected by at least some game accounts during a target time period, and updating the second game animation to an updated game animation introducing the updated second game map; the target time period is the time period between the first moment and the current sub-moment, or the event segment between the sub-moment before the current sub-moment and the current sub-moment; continuing to execute the step of determining the next sub-moment after the current sub-moment as the current sub-moment until the current sub-moment is the last sub-moment among the multiple sub-moments.
[0118] Optionally, the aforementioned alternative game maps include game maps provided by one or more target games; the step of determining a second game map based on alternative game maps selected by at least some game accounts includes: in response to the alternative game maps including a game map provided by a target game, determining the alternative game map as the second game map; in response to the alternative game maps including multiple game maps provided by multiple target games, counting the number of times the multiple game maps included in the alternative game maps are selected, and determining the game map with the most selections among the alternative game maps as the second game map.
[0119] Optionally, the graphical user interface described above also displays object identifiers for each game account in the game match; after the first moment, in response to the game map selection event of each game account in the game match, after determining the candidate game maps selected by at least some of the game accounts, the method further includes: displaying scene identifiers of the candidate game scenes corresponding to at least some of the game accounts at a specified position of the object identifiers of the candidate game maps selected by at least some of the game accounts.
[0120] Optionally, the aforementioned game match includes a first game account; the first game account is controlled by a terminal device; the aforementioned method further includes: generating a first game animation based on scene elements in the first game map and the virtual avatar of the first game account.
[0121] Optionally, the scene elements in the first game map include map elements of the first game map, object identifiers and attribute information of virtual characters in the target game scene corresponding to the first game map, display images of the game mode corresponding to the target game scene, and / or object identifiers and attribute information of preset equipment and props.
[0122] Optionally, the steps of generating the first game animation based on scene elements in the first game map and the virtual avatar of the first game account include: obtaining relevant elements of the first game account; the relevant elements include commonly used emoticon elements and / or commonly used prop elements of the first game account; and generating the first game animation based on scene elements in the first game map, the virtual avatar of the first game account, and the relevant elements.
[0123] Optionally, the above method further includes: in response to a game start command, displaying a countdown indicator on the game preparation interface; the countdown indicator is used to indicate the interval between the current time and the start time of the game.
[0124] See Figure 7 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the above-mentioned method for starting a game session.
[0125] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0126] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.
[0127] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0128] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0129] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A method for initiating a game match, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays a game preparation interface corresponding to the target game. In the first instant, in response to the game start command, the game preparation interface displays a first game animation to introduce the preset first game map; At the second moment, in response to the game map selection event, a second game map is determined from the game maps provided by the target game, and the first game animation is switched to display a second game animation to introduce the second game map. The game map selection event is triggered based on the selection of the game map by each game account in the game match. The second moment is the moment after the first moment. In response to the arrival of a third moment, or in response to all game accounts in the game match completing the selection of the game map for the game match before the third moment, a third game map is determined from the game maps selected by each game account in the game match as the game map for the game match, wherein the third moment is the moment after the second moment; The control switches the second game animation to a third game animation that introduces the third game map, and during the display of the third game animation, the control loads the game resources required to start the game match.
2. The method according to claim 1, characterized in that, The game session includes multiple game accounts; the multiple game accounts include a first game account and at least one second game account; the first game account is controlled by the terminal device; In response to a game start command, the steps for displaying a first game animation introducing a preset first game map on the game preparation screen include: In response to the match preparation event corresponding to the first game account, determine that the first game account has entered the match preparation state; In response to the fact that both the first game account and the at least one second game account are in a match preparation state, a first game animation for introducing a preset first game map is displayed on the match preparation interface.
3. The method according to claim 1, characterized in that, At the second moment, in response to the game map selection event, the steps of determining a second game map from the game maps provided by the target game and switching the first game animation to display a second game animation for introducing the second game map include: After the first moment, in response to the game map selection event of each game account in the game match, the alternative game maps selected by at least some of the game accounts are determined; At the second moment, based on the candidate game maps selected by at least some of the game accounts, a second game map is determined, and the first game animation is switched to display a second game animation used to introduce the second game map.
4. The method according to claim 3, characterized in that, The second time point includes multiple time points located between the first time point and the third time point; the interval between adjacent second time points is specified as a duration.
5. The method according to claim 4, characterized in that, The second time point includes N, where N is a positive integer greater than 1; At a second moment, the step of determining a second game map based on the candidate game maps selected by at least some of the game accounts, and switching the first game animation to display a second game animation for introducing the second game map, includes: The second moment, which is an interval of 1 specified time from the first moment, is defined as the fourth moment. At the fourth moment, a second game map is determined based on the candidate game maps selected by at least some game accounts before the fourth moment, and the first game animation is switched to display a second game animation to introduce the second game map. Set the value of the preset variable K to 2; The fifth moment is defined as the moment at which the first moment is spaced K times the specified duration. At the fifth moment, based on the candidate game maps selected by at least some game accounts during the target time period, the second game map is updated, and the second game animation is updated to a game animation introducing the updated second game map. The target time period is the time period between the first moment and the fifth moment, or the target time period is the time period between the moment at which the first moment is spaced K-1 times the specified duration and the fifth moment. Determine if the value of K is less than N; If it is less than N, update the variable value of K to the current variable value plus 1, and continue to execute the step of determining the time interval K times the specified duration from the first time as the fifth time, until the variable value of K equals N.
6. The method according to claim 3, characterized in that, The second time point includes multiple sub-time points; At the second moment, the step of determining a second game map based on the candidate game maps selected by at least some of the game accounts, and switching the first game animation to display a second game animation for introducing the second game map, includes: The first sub-time of the plurality of sub-times is determined as the current sub-time. Based on the candidate game maps selected by at least some game accounts before the current sub-time, a second game map is determined, and the first game animation is switched to display a second game animation used to introduce the second game map. The next sub-time after the current sub-time is determined as the current sub-time; At the current sub-time, based on the candidate game maps selected by at least some game accounts during the target time period, the second game map is updated, and the second game animation is updated to an updated game animation introducing the updated second game map; the target time period is the time period between the first time and the current sub-time, or the event segment between the sub-time before the current sub-time and the current sub-time; Continue executing the step of determining the next sub-time after the current sub-time as the current sub-time, until the current sub-time is the last sub-time among multiple sub-times.
7. The method according to claim 3, characterized in that, The alternative game maps include one or more game maps provided by the target game; The step of determining a second game map based on the candidate game maps selected by at least some of the game accounts includes: In response to the fact that the alternative game map includes a game map provided by the target game, the alternative game map is determined as the second game map; In response to the fact that the candidate game maps include multiple game maps provided by the target game, the number of times the multiple game maps included in the candidate game maps are selected is counted, and the game map with the most selections among the candidate game maps is determined as the second game map.
8. The method according to claim 3, characterized in that, The graphical user interface also displays object identifiers for each game account in the game match; After the first moment, in response to the game map selection event of each game account in the game match, after determining the candidate game maps selected by at least some of the game accounts, the method further includes: The scene identifier of the candidate game scene corresponding to the at least some game accounts is displayed at a designated location of the object identifier of the candidate game map selected by the at least some game accounts.
9. The method according to claim 1, characterized in that, The game session includes a first game account; the first game account is controlled by the terminal device. The method further includes: The first game animation is generated based on the scene elements in the first game map and the virtual avatar of the first game account.
10. The method according to claim 9, characterized in that, The scene elements in the first game map include map elements of the first game map, object identifiers and attribute information of virtual characters in the target game scene corresponding to the first game map, display images of the game mode corresponding to the target game scene, and / or object identifiers and attribute information of preset equipment and props.
11. The method according to claim 9, characterized in that, The step of generating the first game animation based on scene elements in the first game map and the virtual avatar of the first game account includes: Obtain relevant elements of the first game account; the relevant elements include commonly used emoticon elements and / or commonly used item elements of the first game account; The first game animation is generated based on scene elements in the first game map, the virtual avatar of the first game account, and the related elements.
12. The method according to claim 1, characterized in that, The method further includes: In response to the game start command, a countdown indicator is displayed on the game preparation interface; the countdown indicator is used to indicate the interval between the current time and the start time of the game.
13. A device for initiating a game session, characterized in that, The device provides a graphical user interface (GUI) via a terminal device, the GUI displaying a game preparation interface corresponding to the target game, and the device includes: The first game animation display module is used to display a first game animation to introduce the preset first game map on the game preparation interface at the first moment in response to the game start command. The second game animation display module is used to, at a second moment, in response to a game map selection event, determine a second game map from the game maps provided by the target game, and switch the first game animation to display a second game animation for introducing the second game map. The game map selection event is triggered based on the selection of the game map by each game account in the game match, and the second moment is the moment after the first moment. The game map determination module is used to determine a game map from the game maps selected by each game account in response to the arrival of a third time point, or in response to all game accounts in the game having completed the selection of the game map for the game before the third time point. The third game map is the game map for the game match, and the third moment is the moment after the second moment; The third game animation display module is used to control the switching of the second game animation to the display of the third game animation used to introduce the third game map, and to control the loading of game resources required to start the game match during the display of the third game animation.
14. An electronic device, characterized in that, The system includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the game start method according to any one of claims 1-12.
15. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores machine-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the game start method according to any one of claims 1-12.