Information processing method and device in game, electronic equipment and storage medium
Patent Information
- Application Number
- CN202210299772.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-03-23
- Publication Date
- 2026-10-09
- Estimated Expiration
- 2042-03-23
AI Technical Summary
[0005]本发明提供一种游戏中的信息处理方法,以解决现有技术中,玩家观战他人游戏时,无法记录连招操作,且不便于学习的问题
[0049] This invention provides an information processing method for games. When a user is spectating another player's game, the method records the combo operation data of the spectated virtual character. When the user needs to learn a combo, a combo operation prompt is displayed. This method solves the problems of users not being able to clearly see the combo actions, not being able to record the combo operations, and having no basis for learning by automatically monitoring combos, recording combo operation data, and providing combo operation prompts. It helps users quickly master the complex operations of combos and improves the user experience.
Smart Images

Figure CN116832437B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of computer technology, specifically to an information processing method in games. The invention also relates to an information processing device, electronic device, and computer-readable storage medium for games. Background Technology
[0002] In multiplayer online fighting survival games, there are often many different combo moves. A combo can generally be explained as follows: a combo refers to a series of actions performed by the player in a specific scenario, with specific characteristics in terms of time and sequence, according to the game's settings. Based on these actions, the virtual character performs a special action with special effects, which generally cannot be triggered by a normal single action.
[0003] Different game characters unleash different combos using different equipment, and the corresponding combo operations also vary. Depending on the control device, players need to perform a specific series of actions at specific times to trigger the corresponding combo. Because combos are complex and need to be executed quickly, players need extensive practice to master them. Combos are the "secret" of the game; players often enjoy learning complex combos to gain unique skills that other players cannot, earning their envy. Therefore, combo designs in games are becoming increasingly complex, increasing replayability and satisfying the preferences of hardcore players.
[0004] In the game, to acquire a combo skill, players can spectate others to observe the effects of the combo. However, they often cannot clearly see the combo actions performed by the spectated character, nor can they learn the corresponding combo steps, making it difficult for players to record and learn. Furthermore, even if players know the combo steps performed by the spectated player, they may still be unable to execute the combo successfully when practicing on their own because they do not understand the rhythm between the various actions in the combo, and they will not be able to identify their own operational problems. Summary of the Invention
[0005] This invention provides an information processing method for games to solve the problem in existing technology that players cannot record combo moves when watching others' games, and that this hinders learning. This invention also provides an information processing device, an electronic device, and a computer-readable storage medium for games.
[0006] This invention provides an information processing method for games, characterized in that it includes:
[0007] The system detected that the virtual character being observed was executing a combo attack.
[0008] Record the combo operation data of the aforementioned combo;
[0009] Based on the combo operation data, combo operation prompts are displayed on the control interface of the player's controlled virtual character.
[0010] Furthermore, the combo operation data includes at least the name of the combo; and may optionally include one or more of the following information:
[0011] The usage scenarios of the combo, the operation steps of the continuous operation corresponding to the combo, and the time interval between two adjacent operations in the continuous operation.
[0012] Furthermore, the use cases include at least one of the following:
[0013] The name, level, skills, stamina, and equipment of the virtual character performing the combo.
[0014] Furthermore, the data for recording the combo attacks includes:
[0015] The name of the combo or the name of the combo and its usage scenario are displayed on the spectating interface of the spectated virtual character;
[0016] In response to a user's request to record the combo, the combo operation data is recorded.
[0017] Furthermore, the combo operation prompts include:
[0018] The operation steps for the continuous operation corresponding to the combo, as well as the time interval between two adjacent operations in the continuous operation.
[0019] Furthermore, the operation steps for the continuous operation include:
[0020] Multiple operation icons are displayed on the control interface of the user's controlled virtual character; the operation icons include at least one of the following:
[0021] Operation name icons, mouse icons, keyboard button icons, gamepad joystick icons, and gamepad button icons;
[0022] The multiple operation icons correspond one-to-one with the multiple operations in the continuous operation, and are arranged sequentially according to the steps of the multiple operations;
[0023] Each operation icon will light up and / or display a corresponding operation prompt at a specified operation time.
[0024] Furthermore, the time interval indication between two adjacent operations in the continuous operation includes:
[0025] A time progress bar displayed between two adjacent operation icons;
[0026] The travel time of the progress bar is the time interval between two adjacent operations.
[0027] Furthermore, it also includes:
[0028] Based on the operation instructions for the controlled virtual character and the combo operation prompts, determine whether the operation instructions have completed the continuous operation corresponding to the combo, and display the determination result.
[0029] Furthermore, the displayed determination result includes:
[0030] A correct or incorrect indicator is displayed on each of the operation icons.
[0031] Furthermore, it also includes:
[0032] Based on set conditions or user selection, a slow combo operation prompt is displayed to the user; the set conditions include at least: determining that the number of consecutive operations corresponding to the combo that are not completed by the operation command exceeds a first specified number;
[0033] The slow combo operation prompts include: operation steps prompts for the continuous operations corresponding to the combo, and extended time interval prompts between two adjacent operations in the continuous operations.
[0034] Furthermore, based on the operation instructions for the controlled virtual character and the slow combo operation prompts, it is determined whether the operation instructions have completed the continuous operation corresponding to the slow combo, and the determination result is displayed;
[0035] If the user's status under the slow combo operation prompt meets the set exit conditions, then the user returns to the status under the combo operation prompt.
[0036] Furthermore, it also includes:
[0037] If it is determined that the number of consecutive operations corresponding to the combo is completed by the operation command exceeds the second specified number, a new combo operation prompt will be displayed.
[0038] Furthermore, the combo operation prompts also include one or more of the following information:
[0039] The name of the combo, the usage scenarios of the combo, and a description of the combo.
[0040] The present invention also provides an information processing device for games, characterized in that it includes:
[0041] The monitoring unit is used to monitor whether the virtual character being observed has executed a combo attack;
[0042] A recording unit is used to record the combo operation data of the combo.
[0043] The prompting unit is used to display combo operation prompts on the control interface of the player's controlled virtual character based on the combo operation data of the combo.
[0044] The present invention also provides an electronic device, characterized in that it includes:
[0045] Processor and memory;
[0046] The memory is used to store one or more computer instructions, wherein the one or more computer instructions are executed by the processor to implement the information processing method in the game described above.
[0047] The present invention also provides a computer-readable storage medium storing one or more computer instructions, wherein the one or more computer instructions are executed by a processor to implement the information processing method in the above-mentioned game.
[0048] Compared with the prior art, the present invention has the following advantages:
[0049] This invention provides an information processing method for games. When a user is spectating another player's game, the method records the combo operation data of the spectated virtual character. When the user needs to learn a combo, a combo operation prompt is displayed. This method solves the problems of users not being able to clearly see the combo actions, not being able to record the combo operations, and having no basis for learning by automatically monitoring combos, recording combo operation data, and providing combo operation prompts. It helps users quickly master the complex operations of combos and improves the user experience. Attached Figure Description
[0050] Figure 1 This is a flowchart of the information processing method in the game according to the first embodiment of the present invention.
[0051] Figure 2 This is a display screen of the spectator interface in the first embodiment of the present invention.
[0052] Figure 3 This is the first display screen of the control interface of the self-controlled virtual character in the first embodiment of the present invention.
[0053] Figure 4 This is the second display screen of the control interface of the self-controlled virtual character in the first embodiment of the present invention.
[0054] Figure 5 This is the third display screen of the control interface of the self-controlled virtual character in the first embodiment of the present invention.
[0055] Figure 6This is a structural block diagram of the information processing device in the game according to the second embodiment of the present invention. Detailed Implementation
[0056] To make the objectives, advantages, and features of the present invention clearer, the present invention will be further described in detail below with reference to the accompanying drawings and specific embodiments. In the following description, many specific details are set forth to provide a thorough understanding of the present invention. However, the present invention can be practiced in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of the present invention. Therefore, the present invention is not limited to the specific embodiments disclosed below.
[0057] It should be noted that in the description of this application, the terms "first," "second," etc., are used for descriptive purposes only and should not be construed as indicating or implying relative importance, or a specific order or sequence. Those skilled in the art can understand the specific meaning of the above terms in this application based on the specific circumstances. Furthermore, in the description of this application, unless otherwise stated, the term "multiple" refers to two or more. The term "and / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, or B existing alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. The terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or device that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, products, or devices.
[0058] The embodiments of the present invention are mainly aimed at game scenarios, especially the specific implementation methods provided for recording and learning combos in multiplayer online fighting survival games.
[0059] Typically, in game mechanics, users can control game characters to perform different actions and moves through various operations. For example, pressing the spacebar on the keyboard makes the character jump, clicking the left mouse button makes the character attack horizontally, and clicking the right mouse button makes the character attack vertically. Each user action corresponds to a specific action or move of the game character. Furthermore, users can control the game character to unleash combos with specific effects through a series of specific consecutive operations. For example, pressing the spacebar, then quickly clicking the left mouse button twice, and then quickly clicking the right mouse button once, controls the character to leap into the air and perform a series of horizontal and vertical slashes. The attack power of such combos is generally much higher than that of a single move. However, the series of consecutive operations corresponding to a combo is more complex than that of a single move, so learning the corresponding operations for a combo is quite difficult. If users try to figure out and learn combo operations simply by watching the game character's actions, the gaming experience will be very poor.
[0060] To address the aforementioned problems, the first embodiment of the present invention provides an information processing method for games, such as... Figure 1 As shown, it includes the following steps:
[0061] S101, detected that the virtual character being watched executed a combo attack;
[0062] S102, Record the combo operation data of the combo;
[0063] S103, based on the combo operation data, display combo operation prompts on the control interface of the controlled virtual character.
[0064] The following is combined Figure 1 The above steps will be explained in detail.
[0065] S101, detected that the virtual character being watched executed a combo attack.
[0066] In multiplayer online fighting survival games, there are usually multiple application modes, the most common being the versus mode. When a user activates versus mode, their virtual character is placed in the same game scene as virtual characters controlled by other online players, engaging in combat under their control. The user controls their virtual character's actions through actions, and the user interface displayed is the control interface for their own virtual character. In addition, the game also offers spectator mode and practice mode, each with different game settings. In spectator mode, the user interface is the spectator's view of the virtual character being spectated. That is, the user watches another player's virtual character from a third-person perspective, observing the character's actions in the game scene; the user cannot control the spectated virtual character's actions themselves. In practice mode, the user interface is also the control interface of the user's own virtual character. However, the game scene in this interface generally only contains the virtual character controlled by the user and NPCs (Non-Player Characters). Users can control the virtual character's actions or interact with NPCs through operation. They can also choose the combos they want to learn and practice them repeatedly to improve their operation skills.
[0067] In this embodiment, in spectator mode, the user watches the actions of a virtual character controlled by another player through the spectator interface. The game system automatically monitors whether the spectated virtual character has executed a combo. When a combo is detected, the next step of this method is to record the combo operation data.
[0068] The so-called combo is, in the application scenario provided by the control interface, based on the operation provided by the operator with a series of operations with specific action characteristics, which causes the controlled virtual character to perform a special action corresponding to it.
[0069] S102, record the combo operation data of the combo.
[0070] Game systems can generally automatically record combo operation data. To avoid consuming excessive storage space due to duplicate or unnecessary data recording, this embodiment records data based on the user's selection, as follows:
[0071] S102-1, Display the name of the combo or the name of the combo and its usage scenario on the spectating interface of the spectated virtual character, and display a control for recording the combo.
[0072] The usage scenarios include at least one of the following: the name, level, skills, stamina, and equipment of the virtual character performing the combo.
[0073] In some games, the execution of combos depends not only on the user's actions but also on the context, especially the attributes of the virtual character itself. For example, in some games, only the virtual character "Nezha" can perform the "Nezha Conquers the Dragon King" combo, while other virtual characters cannot; or, a virtual character can only perform combos when they reach a high level; or, a virtual character can only perform combos when they possess sword skills; or, a virtual character can only perform combos when their health is full; or, a virtual character can only perform the "Dragon Slayer" combo when equipped with the "Dragon Slayer Sword".
[0074] Therefore, after detecting that a spectating virtual character has executed a combo, the system not only displays the name of the combo on the spectating interface but also shows the context in which it can be used. This allows the user to fully understand the relevant information about the combo and decide whether to record its execution data. If the game is designed so that the combo can only be executed by a specific virtual character, and the user never uses that character, then there is no need to record or learn the combo. After understanding the above information through the displayed context, the user can choose not to record the combo. Of course, in some other game settings, the execution of a combo is unrelated to the context, so there is no need to display the context.
[0075] Figure 2 The image shown is a screenshot of the spectator interface. After the spectated virtual character performs a combo, a pop-up window appears on the left side of the interface, displaying the name of the combo, "Dragon Slayer," the equipment "Dragon Slayer Blade," and a "Record" control. Clicking the "Record" control will save the combo's execution data.
[0076] S102-2, In response to a user's request to record the combo, record the combo operation data.
[0077] After the user clicks the "Record" control, a request is sent to record the combo. The game system then saves the combo operation data related to the combo to the user's storage space. This storage space includes the storage space of the user's terminal device and / or the storage space allocated by the game server to the user's game account.
[0078] The combo operation data includes at least the name of the combo; and may include one or more of the following information: the usage scenario of the combo, the operation steps of the continuous operation corresponding to the combo, the time interval between two adjacent operations in the continuous operation, etc.
[0079] When recording combo operation data, you can save all relevant information, such as the name of the combo, and retrieve it together when needed later for convenience and speed. Alternatively, you can save only the name of the combo, or save the name of the combo along with some important information to reduce the storage space occupied. When needed later, you can retrieve other relevant information of the combo from the game system by the name of the combo.
[0080] A virtual character executing a combo means that the user controlling that character performs a series of prescribed consecutive actions. To complete these prescribed consecutive actions, not only must multiple actions be performed in a specific order—that is, the steps of the continuous operation—but the time interval between two adjacent actions must also meet certain requirements. Therefore, the steps of the continuous operation corresponding to the combo and the time interval between two adjacent actions within the continuous operation are both attribute information related to the combo, and are also important information that will definitely be used in subsequent learning.
[0081] By following the steps described above for recording combo data, users can clearly see what combos other players' virtual characters are performing and related information when watching them fight. They can also choose whether to record the combo data as needed. Combo-related attribute information can be recorded and queried for later learning and use.
[0082] S103, based on the combo operation data, display combo operation prompts on the control interface of the controlled virtual character.
[0083] Optionally, the combo operation includes at least a first combo sub-operation and a second combo operation. The terminal controls the virtual character to execute the combo by responding to the first combo operation and the second combo operation that meet the triggering order and / or triggering timing. The combo operation data includes the first combo operation and the second combo operation, as well as the order in which the first combo operation and the second combo operation are performed.
[0084] In the game's practice mode or during matches, users can control their virtual character to execute combos. Users can choose which combos they want to learn and improve their skills through repeated practice. The combos users can choose to learn can be any combo from the game's combo library, or combos that the virtual character can execute under certain conditions. When a user's chosen combo has been recorded in spectator mode, a combo operation prompt will be displayed. In response to the user's command to practice a specific combo, the game system retrieves the combo's operation data and displays the combo operation prompt to the user on the control interface of their virtual character based on that data.
[0085] The combo operation prompts include: operation steps prompts for the continuous operations corresponding to the combo, and time interval prompts between two adjacent operations in the continuous operations.
[0086] The sequence of consecutive operations and the time interval between two adjacent operations are the two key elements that determine a combo. The same sequence of operations will result in different combos depending on the time interval. Therefore, combo prompts should not only show the user the operation steps but also the time interval between adjacent operations.
[0087] The operation steps for the continuous operation include multiple operation icons displayed on the control interface of the user's controlled virtual character. Since the continuous operation includes multiple operations, the prompt for each operation is represented by an operation icon, thus generating multiple operation icons. These multiple operation icons correspond one-to-one with the multiple operations in the continuous operation and are arranged sequentially according to the steps of the multiple operations. By performing the corresponding operations according to the order of the operation icons, the user can correctly complete the operation steps of the continuous operation.
[0088] The operation icons include at least one of the following: operation name icon, mouse graphic, keyboard button graphic, gamepad joystick graphic, and gamepad button graphic.
[0089] The operation name icon displays an operation in text form, such as: click the left mouse button, long press the space bar, swipe left, swipe right, etc.
[0090] To display operation prompts more intuitively, one or more of the following can be used: mouse icon, keyboard button icon, gamepad joystick icon, and gamepad button icon. For example, the icon of the left mouse button being pressed, the icon of the space bar, the icon of the joystick sliding to the left, etc.
[0091] In addition, the text-based operation name icon can be combined with the above-mentioned graphic and displayed simultaneously to make it easier for users to understand the prompt content.
[0092] Each operation icon lights up and / or displays a corresponding operation prompt at a specified operation time, indicating that the operation corresponding to that icon should be performed at that time. When an operation icon lights up and / or displays a corresponding operation prompt, the user can correctly complete the operation steps by performing the corresponding operation.
[0093] The time interval indication between two adjacent operations in the continuous operation includes a progress bar displayed between the two adjacent operation icons. The progress bar's travel time is the time interval between the two adjacent operations. The progress bar's movement from the starting point to the ending point signifies the imminent start of the next operation step. The next operation icon lights up and / or displays a corresponding operation prompt as the progress bar reaches the ending point. Users can intuitively grasp the connection rhythm between two adjacent operation steps through the progress bar's movement. Of course, there are many ways to display the time progress, such as using countdown numbers or a clock face. This embodiment presents the most intuitive and aesthetically pleasing display method.
[0094] In addition, the combo operation prompts also include one or more of the following information: the name of the combo, the usage scenario of the combo, and a description of the combo, which allows users to further understand the relevant information about the combo and helps them make full use of the combo in game battles. Besides the aforementioned usage scenarios of the combo, the description of the combo also provides information on the attack power generated by the combo, the stamina consumed by the virtual character when performing the combo, and so on.
[0095] Figure 3 The image shows a screenshot of the control interface for the user's virtual character. The user begins practicing combos. The top of the screen displays multiple operation icons corresponding to the continuous actions of the combo. Each operation icon is a text-based name icon. These icons are arranged horizontally according to their corresponding action steps, connected by time progress bars. Each progress bar has the same total length but different durations. The first operation icon is white, indicating it's lit and prompting the user to perform action one. The second and third icons are gray, indicating they are not lit. A pop-up window on the left displays the name of the combo, "Dragon Slayer," and the equipment used, "Dragon Slayer Blade."
[0096] In other embodiments, the method further includes the following steps:
[0097] S104, based on the operation instructions for the controlled virtual character and the combo operation prompts, determine whether the operation instructions have completed the continuous operation corresponding to the combo, and display the determination result.
[0098] Users perform corresponding actions based on the combo operation prompts, when an action icon is lit up and / or a corresponding action prompt is displayed. The game system uses a time progress bar to track the rhythm between adjacent actions. The game system determines whether the user's action command to their controlled virtual character completes the corresponding continuous operation of the combo based on the combo operation prompts. Specifically: if the user completes the correct action within the specified time, a correct indicator will appear on the corresponding action icon; if the user performs an incorrect action within the specified time, or fails to perform the corresponding action within the specified time, an error indicator will appear on the corresponding action icon; only when all action icons display correct indicators does it mean that the user's action command has completed the corresponding continuous operation of the combo. If the user's action command does not complete the corresponding continuous operation of the combo, the error indicator on the action icon will clearly indicate which step went wrong. Repeated practice in this way helps players quickly master the continuous operation corresponding to the combo.
[0099] Figure 4 The image shown is another display of the control interface for the user's controlled virtual character. During combo practice, the user has correctly completed the first action; the corresponding action icon is lit up and displays a "correct" indicator. Based on the progress bar between the first and second action icons, the user is preparing to perform the second action. The second and third action icons are currently unlit.
[0100] Figure 5 The image shown is another display of the control interface for the user's controlled virtual character. During combo practice, the user has correctly completed the first action; the corresponding action icon is lit up and displays a "correct" indicator. However, the user has not correctly completed the second action; the corresponding action icon is lit up and displays an "incorrect" indicator. Based on the progress bar between the second and third action icons, preparations are underway for the third action, which is currently unlit.
[0101] In other embodiments, the method further includes the following steps:
[0102] Based on set conditions or user selection, a slow combo operation prompt is displayed to the user; the set conditions include at least: determining that the number of consecutive operations corresponding to the combo that are not completed by the operation command exceeds a first specified number;
[0103] The slow combo operation prompts include: operation steps prompts for the continuous operations corresponding to the combo, and extended time interval prompts between two adjacent operations in the continuous operations;
[0104] Based on the operation instructions for the controlled virtual character and the slow combo operation prompts, determine whether the operation instructions have completed the continuous operation corresponding to the slow combo, and display the determination result;
[0105] If the result of the judgment meets the set exit conditions when the slow combo operation prompt is displayed, then the system returns to the state of the combo operation prompt.
[0106] Considering the complexity and speed of combo operations, users may find it difficult to meet the operation requirements at the normal operation speed when practicing combos. Therefore, a slow combo operation prompt is provided for users to practice combos at a slower speed.
[0107] For a given combo, the corresponding slow combo simply extends the time interval between two adjacent actions proportionally, while the individual steps remain unchanged. Correspondingly, the slow combo's prompts show the same steps for each action, but the indicated time interval between adjacent actions is extended proportionally. See also... Figure 3 As shown, the slow combo operation prompts appear in the tutorial interface in the same way as the aforementioned combo operation prompts, but the travel time of each progress bar is proportionally extended. The slow combo operation prompts provide users with more reaction time for accurate execution, reducing the difficulty of continuous operation.
[0108] If the user chooses to practice slow combo moves directly, in response to the user's command to practice slow combos, a slow combo move prompt will be displayed to the user on the control interface of the user's controlled virtual character.
[0109] You can also set conditions for displaying slow-motion combo prompts. For example, you can set the condition that the user practices according to the combo prompts and fails a first specified number of times consecutively, then the slow-motion combo prompts will be displayed to the user. In this way, the game system will display the slow-motion combo prompts to the user when it determines that the number of consecutive uncompleted operations corresponding to the combo exceeds the first specified number.
[0110] Users practice according to the slow combo operation prompts and can also see the judgment results of the operation. When the user is in the slow combo operation prompt state, if the judgment result meets the set exit conditions, that is, if the user successfully performs a certain number of consecutive operations in the slow combo operation prompt state, it means that the user has become familiar with the continuous operation corresponding to the slow combo, and then returns to the combo operation prompt state.
[0111] In other embodiments, the method further includes the following steps:
[0112] If it is determined that the number of consecutive operations corresponding to the combo is completed by the operation command exceeds the second specified number, a new combo operation prompt will be displayed.
[0113] Once a user successfully performs a combo a certain number of times, it indicates that the user has mastered the corresponding continuous operation. The user can then choose to practice other combos or end the practice session. Alternatively, the game system can intelligently switch between practiced combos based on the user's progress. For example, the system can set a condition where the user practices according to the combo prompts and successfully performs the combo a second specified number of times before displaying a new combo prompt. Thus, the game system determines that the user's commands have been executed more than the second specified number of times in a row, and then displays a new combo prompt.
[0114] The new combo prompts suggest consecutive actions that are similar to those suggested by the combo prompts you have already practiced. Users can learn new combos with only minor changes to their actions.
[0115] Using the methods described above, users can practice combo techniques through intuitive tutorials, and errors can be traced back to their source, helping users quickly master combo techniques.
[0116] The second embodiment of the present invention provides an information processing device for games, such as... Figure 6 As shown, it includes:
[0117] Monitoring unit 601 is used to monitor whether the virtual character being observed has executed a combo attack;
[0118] Recording unit 602 is used to record the combo operation data of the combo;
[0119] The prompting unit 603 is used to display combo operation prompts on the control interface of the controlled virtual character based on the combo operation data of the combo.
[0120] Optionally, the combo operation data includes at least the name of the combo; and may optionally include one or more of the following information: the usage scenario of the combo, the operation steps of the continuous operation corresponding to the combo, the time interval between two adjacent operations in the continuous operation, etc.
[0121] Optionally, the usage scenario includes at least one of the following: the name, level, skills, stamina, and equipment of the virtual character performing the combo.
[0122] Optionally, the recording of the combo operation data includes:
[0123] The name of the combo or the name of the combo and its usage scenario are displayed on the spectating interface of the spectated virtual character;
[0124] In response to a user's request to record the combo, the combo operation data is recorded. Optionally, the combo operation prompts include: operation step prompts for the consecutive operations corresponding to the combo, and time interval prompts between two adjacent operations in the consecutive operations.
[0125] In addition, the combo operation prompt may include one or more of the following information: the name of the combo, the usage scenario of the combo, and the description of the combo.
[0126] Optionally, the operation step prompts for the continuous operation include: multiple operation icons displayed on the control interface of the user's controlled virtual character; the operation icons include at least one of the following: operation name icon, mouse icon, keyboard button icon, gamepad joystick icon, and gamepad button icon. The multiple operation icons correspond one-to-one with the multiple operations in the continuous operation and are arranged sequentially according to the steps of the multiple operations. Each operation icon lights up and / or displays a corresponding operation prompt at a specified operation time.
[0127] Optionally, the time interval prompt between two adjacent operations in the continuous operation includes: a time progress bar displayed between two adjacent operation icons; the travel time of the time progress bar is the time interval between two adjacent operations.
[0128] Optionally, the device further includes: a determination unit, configured to determine whether the operation instruction has completed the continuous operation corresponding to the combo based on the operation instruction for the controlled virtual character and the combo operation prompt, and to display the determination result.
[0129] Optionally, the display determination result includes: a correct or incorrect indicator displayed on each operation icon.
[0130] Optionally, the device further includes: a slow combo operation prompt unit, used to display a slow combo operation prompt to the user according to set conditions or user selection; the set conditions include at least: determining that the number of consecutive operations corresponding to the combo that are not completed by the operation command exceeds a first specified number; the slow combo operation prompt includes: operation step prompts for the consecutive operations corresponding to the combo, and prompts for the extended time interval between two adjacent operations in the consecutive operations.
[0131] Optionally, the device further includes: a slow combo operation determination unit, used to determine whether the operation instruction has completed the continuous operation corresponding to the slow combo based on the operation instruction for the controlled virtual character and the slow combo operation prompt, and to display the determination result; if the determination result meets the set exit conditions in the state of the slow combo operation prompt, then return to the state of the combo operation prompt.
[0132] Optionally, the determination unit is further configured to determine that the number of times the operation instruction continuously completes the continuous operation corresponding to the combo exceeds a second specified number, and display a new combo operation prompt.
[0133] This device is the device corresponding to the method provided in the first embodiment, and the working process of each unit is as described in the first embodiment.
[0134] A third embodiment of the present invention provides an electronic device, including a processor and a memory.
[0135] The memory is used to store one or more computer instructions, wherein the one or more computer instructions are executed by the processor to implement the information processing method in the game described above.
[0136] The fourth embodiment of the present invention provides a computer-readable storage medium having stored one or more computer instructions thereon, the one or more computer instructions being executed by a processor to implement the information processing device in the above-mentioned game.
[0137] It should be noted that although several modules or units for action execution have been mentioned in the detailed description above, this division is not mandatory. In fact, according to specific embodiments of the present invention, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0138] Furthermore, although the steps of the method in this invention are described in a specific order in the accompanying drawings, this does not require or imply that the steps must be performed in that specific order, or that all the steps shown must be performed to achieve the desired result. Additional or alternative steps may be omitted, multiple steps may be combined into one step, and / or a step may be broken down into multiple steps.
[0139] It should be noted that embodiments of the present invention can be implemented in hardware, software, or a combination of both. The hardware portion can be implemented using dedicated logic; the software portion can be stored in memory and executed by a suitable instruction execution system, such as a microprocessor or dedicated-design hardware. Those skilled in the art will understand that the above-described devices and methods can be implemented using computer-executable instructions and / or included in processor control code, for example, such code provided on a carrier medium such as a disk, CD, or DVD-ROM, a programmable memory such as read-only memory (firmware), or a data carrier such as an optical or electronic signal carrier. The devices and modules of the present invention can be implemented by hardware circuitry such as very large-scale integrated circuits or gate arrays, semiconductors such as logic chips, transistors, or programmable hardware devices such as field-programmable gate arrays, programmable logic devices, etc., or by software executed by various types of processors, or by a combination of the above-described hardware circuitry and software, such as firmware.
[0140] The above description is merely a specific embodiment of the present invention, but the scope of protection of the present invention is not limited thereto. Any modifications, equivalent substitutions, and improvements made by those skilled in the art within the scope of the technology disclosed in the present invention, and within the spirit and principles of the present invention, should be covered within the scope of protection of the present invention.
Claims
1. An information processing method in a game, characterized in that, include: In spectator mode, the spectated virtual character was detected to have executed a combo attack; The name of the combo or the name of the combo and its usage scenario are displayed on the spectating interface of the spectated virtual character; In response to a user's request to record the combo, the combo operation data is recorded. Based on the combo operation data, combo operation prompts are displayed on the control interface of the player's controlled virtual character. The combo operation prompts include: multiple operation icons, each corresponding to a specific operation in a continuous combo and arranged sequentially according to the operation steps; each operation icon lights up at a specified operation time; and a time progress bar displayed between two adjacent operation icons, the time of the time progress bar being the time interval between two adjacent operations. If it is determined that the number of consecutive uncompleted operations corresponding to the combo for the user's controlled virtual character exceeds a first specified number, a slow combo operation prompt is displayed to the user. The slow combo operation prompt includes: operation steps prompt for the consecutive operations corresponding to the combo, and extended time interval prompt between two adjacent operations in the consecutive operations. If the result of the judgment meets the set exit conditions when the slow combo operation prompt is displayed, then the system returns to the state of the combo operation prompt.
2. The information processing method in the game according to claim 1, characterized in that, The combo operation data includes at least the name of the combo; and may optionally include one or more of the following information: The usage scenarios of the combo, the operation steps of the continuous operation corresponding to the combo, and the time interval between two adjacent operations in the continuous operation.
3. The information processing method in the game according to claim 2, characterized in that, The use cases include at least one of the following: The name, level, skills, stamina, and equipment of the virtual character performing the combo.
4. The information processing method in the game according to claim 1, characterized in that, The operation icon includes at least one of the following: Operation name icons, mouse icons, keyboard button icons, gamepad joystick icons, and gamepad button icons.
5. The information processing method in the game according to claim 1, characterized in that, Also includes: Based on the operation instructions for the controlled virtual character and the combo operation prompts, determine whether the operation instructions have completed the continuous operation corresponding to the combo, and display the determination result.
6. The information processing method in the game according to claim 5, characterized in that, The displayed determination result includes: A correct or incorrect indicator is displayed on each of the operation icons.
7. The information processing method in the game according to claim 6, characterized in that, Also includes: If it is determined that the number of consecutive operations corresponding to the combo is completed by the operation command exceeds the second specified number, a new combo operation prompt will be displayed.
8. The information processing method in the game according to claim 1, characterized in that, The combo operation prompts also include one or more of the following information: The name of the combo, the usage scenarios of the combo, and a description of the combo.
9. An information processing device for games, characterized in that, include: The monitoring unit is used to monitor whether the virtual character being observed has executed a combo attack in spectator mode. A recording unit is used to display the name of the combo or the name of the combo and its usage scenario on the spectating interface of the spectated virtual character; In response to a user's request to record the combo, the combo operation data is recorded. The prompting unit is used to display combo operation prompts on the control interface of the user's controlled virtual character based on the combo operation data of the combo. The combo operation prompts include: multiple operation icons, each corresponding to a specific operation in a continuous combo and arranged sequentially according to the operation steps; each operation icon lights up at a specified operation time; and a time progress bar displayed between two adjacent operation icons, the time of the time progress bar being the time interval between two adjacent operations. The slow combo operation prompt unit is used to display a slow combo operation prompt to the user if it is determined that the number of consecutive operations corresponding to the combo that are not completed by the operation command for the user's controlled virtual character exceeds a first specified number; the slow combo operation prompt includes: operation steps prompt for the consecutive operations corresponding to the combo, and extended time interval prompt between two adjacent operations in the consecutive operations. The slow combo operation judgment unit is used to return to the state of the combo operation prompt if the judgment result meets the set exit conditions in the state of the slow combo operation prompt.
10. An electronic device, characterized in that, include: Processor and memory; The memory is used to store one or more computer instructions, wherein the one or more computer instructions are executed by the processor to implement the method according to any one of claims 1 to 8.
11. A computer-readable storage medium storing one or more computer instructions thereon, characterized in that, The one or more computer instructions are executed by the processor to implement the method according to any one of claims 1 to 8.
Citation Information
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Associated touch method and device and computer readable storage medium
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