Game interaction method and device, terminal equipment and storage medium

CN116966595BActive Publication Date: 2026-10-09NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310975516.7
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-08-03
Publication Date
2026-10-09
Estimated Expiration
2043-08-03

AI Technical Summary

Technical Problem

[0005]有鉴于此,本申请实施例提供了一种游戏交互方法、装置、终端设备和存储介质,以解决玩家撤离失败时掉落所有物资,导致玩家流失率高,游戏体验差的问题

Benefits of technology

[0014] This application provides a game interaction method, apparatus, terminal device, and storage medium. The method includes: when a target game account is in a first game mode, responding to a command to start a first game match, controlling the display of an in-game game scene configured with controlled virtual objects on a graphical user interface, wherein the controlled virtual objects are virtual objects corresponding to the target game account, and the controlled virtual objects are used to perform target game tasks in the in-game game scene; responding to the controlled virtual objects failing to complete the target game tasks, controlling the controlled virtual objects to end the first game match and configuring first virtual resources for the target game account, the first virtual resources including virtual resources worn by the controlled virtual objects when ending the first game match. Configuring first virtual resources for the target game account when the target game task is not completed in the first game mode improves player retention and user experience, avoids hardware idling, and improves resource utilization.

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Abstract

The application provides a game interaction method and device, terminal equipment and storage medium, the method comprises the following steps: when the target game account is in the first game mode, in response to the starting instruction of the first game match, the in-game game scene configured with the controlled virtual object is displayed on the graphical user interface, wherein the controlled virtual object is a virtual object corresponding to the target game account, the controlled virtual object is used to execute the target game task in the in-game game scene, in response to the controlled virtual object not completing the target game task, the controlled virtual object ends the first game match and configures the first virtual material for the target game account, and the first virtual material includes the virtual material worn by the controlled virtual object when ending the first game match. When the target game task is not completed in the first game mode, the first virtual material is configured for the target game account, thereby improving the player retention rate and user experience, avoiding the idle running of the hardware equipment, and improving the resource utilization rate.
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Description

Technical Field

[0001] This application relates to the field of game technology, and more specifically, to a game interaction method, apparatus, terminal device, and storage medium. Background Technology

[0002] Escape-style gameplay involves players searching for supplies within the game and carrying them to a designated location to evacuate. Players can take supplies out of the game and accumulate corresponding rewards, but if a player fails to evacuate, they will lose all their supplies.

[0003] Because escape games are quite hardcore and require a certain level of shooting skills and game understanding from players, they are difficult for new players to get started and can be very frustrating. This can lead to a high rate of player attrition at certain stages. As a result, new players are often matched and teamed up based on their level.

[0004] However, classifying players by level makes it difficult to differentiate their game skills, leading to frequent player evacuations, loss of all resources, high player churn, and a poor gaming experience. Summary of the Invention

[0005] In view of this, embodiments of this application provide a game interaction method, device, terminal equipment, and storage medium to solve the problem of players losing all resources when they fail to evacuate, resulting in high player churn and poor game experience.

[0006] In a first aspect, embodiments of this application provide a game interaction method, which provides a graphical user interface through a terminal device. The graphical user interface displays an out-of-game game scene presented after entering a target game through a target game account. The target game includes a first game mode. The method includes:

[0007] When the target game account is in the first game mode, in response to the command to start the first game match, the system controls the display of an in-game game scene configured with controlled virtual objects in the graphical user interface, wherein the controlled virtual objects are virtual objects corresponding to the target game account, and the controlled virtual objects are used to perform target game tasks in the in-game game scene;

[0008] In response to the controlled virtual object failing to complete the target game task, the controlled virtual object is controlled to end the first game match and the first virtual resource is configured for the target game account. The first virtual resource includes the virtual resource worn by the controlled virtual object when it ends the first game match.

[0009] Secondly, embodiments of this application also provide a game interaction device that provides a graphical user interface through a terminal device. The graphical user interface displays an out-of-game game scene presented after entering a target game through a target game account. The target game includes a first game mode. The device includes:

[0010] The display module is used to control the display of an in-game game scene configured with controlled virtual objects on the graphical user interface in response to the start command of the first game match when the target game account is in the first game mode. The controlled virtual objects are virtual objects corresponding to the target game account, and the controlled virtual objects are used to perform target game tasks in the in-game game scene.

[0011] A control module is configured to, in response to the controlled virtual object failing to complete the target game task, control the controlled virtual object to end the first game match and configure the first virtual resources for the target game account, wherein the first virtual resources include the virtual resources worn by the controlled virtual object when it ends the first game match.

[0012] Thirdly, embodiments of this application also provide a terminal device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the terminal device is running, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the game interaction method described in any of the first aspects.

[0013] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the game interaction method described in any of the first aspects.

[0014] This application provides a game interaction method, apparatus, terminal device, and storage medium. The method includes: when a target game account is in a first game mode, responding to a command to start a first game match, controlling the display of an in-game game scene configured with controlled virtual objects on a graphical user interface, wherein the controlled virtual objects are virtual objects corresponding to the target game account, and the controlled virtual objects are used to perform target game tasks in the in-game game scene; responding to the controlled virtual objects failing to complete the target game tasks, controlling the controlled virtual objects to end the first game match and configuring first virtual resources for the target game account, the first virtual resources including virtual resources worn by the controlled virtual objects when ending the first game match. Configuring first virtual resources for the target game account when the target game task is not completed in the first game mode improves player retention and user experience, avoids hardware idling, and improves resource utilization. Attached Figure Description

[0015] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0016] Figure 1 Flowchart of the game interaction method provided in the embodiments of this application Figure 1 ;

[0017] Figure 2 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 1 ;

[0018] Figure 3 Flowchart of the game interaction method provided in the embodiments of this application Figure 2 ;

[0019] Figure 4 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 2 ;

[0020] Figure 5 Flowchart of the game interaction method provided in the embodiments of this application Figure 3 ;

[0021] Figure 6 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 3 ;

[0022] Figure 7 Flowchart of the game interaction method provided in the embodiments of this application Figure 4 ;

[0023] Figure 8 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 4 ;

[0024] Figure 9 Flowchart of the game interaction method provided in the embodiments of this application Figure 5 ;

[0025] Figure 10 Flowchart of the game interaction method provided in the embodiments of this application Figure 6 ;

[0026] Figure 11 Flowchart of the game interaction method provided in the embodiments of this application Figure 7 ;

[0027] Figure 12A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 5 ;

[0028] Figure 13 Flowchart of the game interaction method provided in the embodiments of this application Figure 8 ;

[0029] Figure 14 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 6 ;

[0030] Figure 15 Flowchart of the game interaction method provided in the embodiments of this application Figure 9 ;

[0031] Figure 16 Flowchart of the game interaction method provided in the embodiments of this application Figure 10 ;

[0032] Figure 17 Flowchart of the game interaction method provided in the embodiments of this application Figure 10 one;

[0033] Figure 18 Flowchart of the game interaction method provided in the embodiments of this application Figure 10 two;

[0034] Figure 19 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 7 ;

[0035] Figure 20 Flowchart of the game interaction method provided in the embodiments of this application Figure 10 three;

[0036] Figure 21 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 8 ;

[0037] Figure 22 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 9 ;

[0038] Figure 23 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 10 ;

[0039] Figure 24 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 10 one;

[0040] Figure 25 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 10 two;

[0041] Figure 26 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 10 three;

[0042] Figure 27 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 10 Four;

[0043] Figure 28 Flowchart of the game interaction method provided in the embodiments of this application Figure 10 Four;

[0044] Figure 29 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 10 five;

[0045] Figure 30 Flowchart of the game interaction method provided in the embodiments of this application Figure 10 five;

[0046] Figure 31 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 10 six;

[0047] Figure 32 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 10 seven;

[0048] Figure 33 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 10 eight;

[0049] Figure 34 This is a schematic diagram of the structure of the game interaction device provided in the embodiments of this application;

[0050] Figure 35 This is a schematic diagram of the structure of a terminal device provided in an embodiment of this application. Detailed Implementation

[0051] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0052] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.

[0053] Alternatively, for escape-type gameplay, one current solution is to match players based on their level, such as preventing players below level 8 from being matched and teamed up with players above level 8. Another solution is to protect players with poor game skills by providing an environment with only artificial intelligence (AI) players after multiple failures (or prolonged inactivity), greatly increasing the player's win rate. However, for escape-type gameplay, level alone cannot effectively differentiate players' game skills. Players are prone to failing to escape, losing all their resources, leading to a high player churn rate. Furthermore, even if a beginner's warm-up match is triggered, multiple failed escapes in the early stages will cause players to lose all their equipment, making it difficult for them to perform well, which also contributes to a high player churn rate and a poor gaming experience.

[0054] Based on this, this application provides a game interaction method. By providing a first game mode, when the target game account is in the first game mode and the controlled virtual object has not completed the target game task, the method controls the controlled virtual object to end the game and configures the target game account with a first virtual resource. The first virtual resource is the virtual resource worn by the controlled virtual object when it ends the game. This solves the dilemma faced by novice players in the early stages of the game and provides novice players with a better gaming experience and a higher retention rate.

[0055] In one embodiment of this application, the game interaction method can run on a local terminal device or a server. When the game interaction method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0056] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of game interaction methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0057] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0058] In one possible implementation, this invention provides a game interaction method that provides a graphical user interface through a terminal device, wherein the terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0059] Figure 1 Flowchart of the game interaction method provided in the embodiments of this application Figure 1 In this embodiment, the executing entity can be a terminal device, which provides a graphical user interface that displays the out-of-game game scene after the target game account enters the target game.

[0060] The target game can be any escape game, and the gameplay can be to search for supplies within a limited time and complete the evacuation at a predetermined evacuation point.

[0061] Players can register multiple game accounts and choose one of them as the target game account to log in to. The graphical user interface displays an off-game scene, which can be understood as the game scene that is presented after entering the target game through the target game account but before a game is started. In other words, the off-game scene is the game scene after entering the target game through the target game account but before a game is started.

[0062] The target game includes the first game mode, which can be understood as equipment protection mode, novice mode, and practice mode.

[0063] like Figure 1 As shown, the method may include:

[0064] S101. When the target game account is in the first game mode, in response to the command to start the first game match, control the display of the in-game game scene with the controlled virtual objects configured on the graphical user interface.

[0065] Among them, the controlled virtual object is the virtual object corresponding to the target game account, that is, the virtual object controlled by the player corresponding to the target game account. The controlled virtual object is used to execute the target game task in the game scene. The target game task is used to instruct the controlled virtual object to collect virtual resources in the game scene and successfully exit the game within a preset time by passing through a preset location point in the game scene. The preset location point can be understood as the withdrawal point of the controlled virtual object in the game scene.

[0066] When the target game account is in the first game mode, in response to the command to start the first game match, the game scene is displayed on the graphical user interface. The game scene is configured with controlled virtual objects. The command to start the first game match includes: responding to the selection operation of the game start control displayed on the graphical user interface. That is, when the target game account is in the first game mode, the selection operation of the game start control is entered, and the game scene configured with controlled virtual objects is displayed on the graphical user interface.

[0067] The first game match refers to a game match in which the target game account is in the first game mode, and the corresponding game scene is the game scene of the first game match.

[0068] In some embodiments, the controlled virtual object can also be controlled to perform a target game task in an in-game game scene in response to a control operation on the controlled virtual object.

[0069] Figure 2 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 1 ,like Figure 2As shown, the graphical user interface displays the current game mode indicator and game start control. When the target game account is in the first game mode, the game mode indicator is such as "Guard", the game start control is such as "Start Match", the top left corner is the target game account icon, and information such as game ID and level can also be displayed.

[0070] Inputting a selection action for the "Start Match" control displays the in-game scene on the graphical user interface, which includes controlled virtual objects.

[0071] You can also select the current game mode icon to pop up a window and view the game rules.

[0072] S102. In response to the controlled virtual object failing to complete the target game task, control the controlled virtual object to end the first game session and configure the first virtual resource for the target game account.

[0073] In response to the controlled virtual object failing to complete the target game task, the controlled virtual object is controlled to end the first game and the first virtual resource is configured for the target game account. That is, if the controlled virtual object fails to successfully exit the first game through the preset location point in the game scene within the preset time, i.e. the controlled virtual object fails to evacuate or dies, the controlled virtual object is controlled to end the first game and the first virtual resource is configured for the target game account. The first virtual resource includes the virtual resources worn by the controlled virtual object when the first game ends, such as the armor, weapons and weapon accessories worn by the controlled virtual object.

[0074] The protective gear includes various levels of virtual protective helmets, virtual protective armor, virtual shoes, and virtual backpacks; weapons can include various types of virtual guns; and accessories can include scopes, silencers, etc.

[0075] It is worth noting that if the controlled virtual object does not change the virtual items it is wearing in the game scene, the first virtual item can be the virtual items that the controlled virtual object is wearing when entering the game scene. If the controlled virtual object changes the virtual items it is wearing in the game scene, the first virtual item is not the virtual items that the controlled virtual object is wearing when entering the game scene, but the virtual items that it is wearing after changing them in the game scene.

[0076] For example, the virtual items worn by the controlled virtual object may include firearms held in hand, shoes, hats, armor, and accessories from firearms. Accessories from firearms may include, for example, scopes and silencers. However, the virtual items worn by the controlled virtual object do not include backpacks.

[0077] In the game interaction method of this embodiment, when the target game account is in the first game mode, in response to the command to start the first game match, the system controls the display of the in-game game scene configured with the controlled virtual object on the graphical user interface. In response to the controlled virtual object failing to complete the target game task, the system controls the controlled virtual object to end the first game match and configures the target game account with the first virtual resources. The first virtual resources include the virtual resources worn by the controlled virtual object when ending the first game match. Configuring the first virtual resources for the target game account when the target game task is not completed in the first game mode improves player retention and user experience, avoids hardware idling, and improves resource utilization.

[0078] Figure 3 Flowchart of the game interaction method provided in the embodiments of this application Figure 2 ,like Figure 3 As shown, in an optional implementation, step S101, in response to the start command of the first game match, controlling the display of the in-game game scene configured with controlled virtual objects in the graphical user interface, may further include:

[0079] S201. Display the off-game scene, the option to enter the second game mode, and the option to cancel the game on the graphical user interface.

[0080] The target game also includes a second game mode, which can be understood as a regular mode, a combat mode, and an equipment drop mode.

[0081] Log in to the target game through the target game account and display an out-of-game game scene, an entry option for the second game mode, and a cancellation option on the graphical user interface. The entry option can be an entry control for the second game mode, and the cancellation option can be a cancellation control for the second game mode, such as a return control.

[0082] S202, In response to the selection operation for the cancellation option, control the target game account to be in the first game mode.

[0083] Players can input a selection action for the cancel option. In response to this selection action, the target game account is controlled to enter the first game mode. That is, by logging into the target game through the target game account and inputting the selection action for the cancel option for the second game mode, the target game account will be placed in the first game mode.

[0084] It's worth noting that for experienced players, even after losing multiple games in the second game mode, they can still switch back to the first game mode by selecting the cancel option. This way, even if the controlled virtual object fails to complete the target game task, the first virtual resources will still be allocated to the target game account, reducing player frustration, improving player retention and user experience, preventing hardware from running idle, and increasing resource utilization.

[0085] For novice players who haven't played the target game before, the option to cancel allows them to keep the target game account in the first game mode. This way, even if the controlled virtual object fails to complete the target game task, the first virtual resources will still be allocated to the target game account, reducing player frustration, improving player retention and user experience, preventing hardware from running idle, and increasing resource utilization.

[0086] Figure 4 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 2 ,like Figure 4 As shown, the input selects an action on the return control, controlling the target game account to be in the first game mode, and displays the current game mode indicator and game start control on the graphical user interface. The current game mode indicator is such as "Guard", and the game start control is such as "Start Match".

[0087] In the game interaction method of this embodiment, by displaying an entry and cancellation option for the second game mode on the graphical user interface, and responding to the selection operation of the cancellation option, the target game account is controlled to be in the first game mode. By providing entry methods for both the first and second game modes, players can flexibly choose to enter the first game mode according to their needs, thereby improving player retention and user experience, avoiding idle hardware, and improving resource utilization.

[0088] Figure 5 Flowchart of the game interaction method provided in the embodiments of this application Figure 3 ,like Figure 5 As shown, in an optional implementation, the method may further include:

[0089] S301, In response to the selection operation for the entry option, control the target game account to be in the second game mode.

[0090] S302. When the target game account is in the second game mode, in response to the command to start the second game, control the display of the in-game game scene with the controlled virtual objects configured on the graphical user interface.

[0091] Players can input a selection action for the entry option. In response to the selection action for the entry option, the target game account is controlled to enter the second game mode. When the target game account is in the second game mode, the player can input a command to start the second game match. In response to the command to start the second game match, the player controls the display of the in-game game scene with controlled virtual objects in the graphical user interface.

[0092] The second game match refers to a game match where the target game account is in the second game mode. Correspondingly, the in-game game scene is the game scene of the second game match. The command to start the second game match includes: responding to the selection operation of the game start control displayed on the graphical user interface.

[0093] S303, In response to the controlled virtual object failing to complete the target game task, control the controlled virtual object to end the second game and do not configure the second virtual resource for the target game account.

[0094] In response to a control operation targeting a controlled virtual object, the controlled virtual object is controlled to perform a target game task in the in-game game scene. In response to the controlled virtual object failing to complete the target game task, the controlled virtual object is controlled to end the second game and no second virtual resources are configured for the target game account. The second virtual resources include the virtual resources worn by the controlled virtual object when it ends the second game.

[0095] In other words, when the target game account is in the second game mode, if the controlled virtual object fails to successfully exit the second game through the preset location point in the game scene within the preset time, that is, if the controlled virtual object fails to evacuate or dies, the controlled virtual object will be controlled to end the second game and no second virtual resources will be configured for the target game account.

[0096] It is worth noting that players can select the option to control the target game account to be in a second game mode, in which they can perform the target game tasks, which helps them to further challenge themselves in the game and increase the excitement of the game.

[0097] Figure 6 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 3 ,like Figure 6 As shown, inputting a selection operation on the selection control controls the target game account to enter the second game mode.

[0098] In the game interaction method of this embodiment, by displaying an entry and cancellation option for the second game mode on the graphical user interface, and responding to the selection operation of the entry option, the target game account is controlled to enter the second game mode. In response to the command to start the second game match, the in-game game scene is displayed. If the controlled virtual object fails to complete the target game task, the second game match is ended and no second virtual resources are configured for the target game account. By providing entry methods for both the first and second game modes, the user can flexibly choose to enter the second game mode according to their needs, experiencing a more exciting and challenging game under the second game mode.

[0099] Figure 7 Flowchart of the game interaction method provided in the embodiments of this application Figure 4 ,like Figure 7 As shown, in an optional implementation, after step S301, in response to the selection operation for the entry option, controlling the target game account to be in the second game mode, the method may further include:

[0100] S401. In response to the target game account's re-entry into the target game, display the out-of-game game scene, the option to enter the second game mode, and the information indicating that entry into the first game mode is prohibited on the graphical user interface.

[0101] Log in to the target game through the target game account to enter the target game. In response to the target game account's re-entry operation into the target game, display the out-of-game game scene, the entry option for the second game mode, and the entry-prohibited information for the first game mode on the graphical user interface. The entry-prohibited information is used to indicate that entry into the first game mode is prohibited.

[0102] In other words, once the target game account is in the second game mode, when re-entering the target game, it can only choose to enter the second game mode and is prohibited from returning to the first game mode. This is because when the target game account is in the first game mode, the first virtual resource is allocated to the target game account when the controlled virtual object has not completed the target game task. Therefore, to prevent the target game account from repeatedly switching between the second and first game modes to abnormally obtain the first virtual resource by exploiting the game rules, which would cause game imbalance and unfairness, it is prohibited to return to the first game mode after the target game account is in the second game mode, in order to ensure game balance and fairness.

[0103] Figure 8 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 4 ,like Figure 8 As shown, when you re-enter the target game through the target game account, the graphical user interface displays an out-of-game game scene, an option to enter the second game mode, and a message indicating that entry to the first game mode is prohibited.

[0104] Figure 9 Flowchart of the game interaction method provided in the embodiments of this application Figure 5 ,like Figure 9 As shown, in an optional implementation, step S101, when the target game account is in the first game mode, in response to the start command of the first game match, controlling the display of the in-game game scene configured with the controlled virtual object in the graphical user interface, may further include:

[0105] S501, In response to the controlled virtual object failing to complete the target game task, control the target game account to enter the first game mode.

[0106] Enter the target game through the target game account, display the out-of-game game scene with the controlled virtual object configured on the graphical user interface, determine whether the controlled virtual object corresponding to the target game account has completed the target game task, and if the controlled virtual object has not completed the target game task, then in response to the controlled virtual object not completing the target game task, control the target game account to enter the first game mode.

[0107] In other words, whether it's the player's first time logging into the target game using the target game account or not, the system determines whether the controlled virtual object corresponding to the target game account has completed the target game task. If the task is not completed, it indicates that the target game is challenging for the player, and the system automatically controls the target game account to be in the first game mode. This avoids forcing the target game account into the second game mode, which could lead to player frustration and churn, thus improving player retention and user experience, preventing hardware from running idle, and increasing resource utilization.

[0108] Figure 10 Flowchart of the game interaction method provided in the embodiments of this application Figure 6 ,like Figure 10 As shown, in an optional implementation, step S101, when the target game account is in the first game mode, in response to the start command of the first game match, controlling the display of the in-game game scene configured with the controlled virtual object in the graphical user interface, may further include:

[0109] S601. If the target game account reaches a preset number of games played in the beginner's rounds, then control the target game account to be in the first game mode.

[0110] The "Beginner Game" refers to a game session before the target game account's first game in the first game mode. It's designed to familiarize players with the game rules and gameplay, and to guide them through game controls. The Beginner Game provides an AI player environment to reduce the frustration of the controlled virtual object. Of course, it also allows players to control the virtual object to collect virtual resources in the Beginner Game.

[0111] Log in to the target game through the target game account, display the out-of-game game scene on the graphical user interface, respond to the start command of the beginner game, display the in-game game scene of the beginner game with the controlled object configured on the graphical user interface, and can also respond to control operations on the controlled virtual object, control the controlled virtual object to perform the target game task in the in-game game scene of the beginner game.

[0112] The number of games played by the target game account in the beginner rounds is recorded. When logging into the target game through the target game account, the number of games played by the target game account in the beginner rounds can be queried. If the number of games played reaches the preset number, the target game account is controlled to enter the first game mode.

[0113] The preset number of times can be, for example, 3, 4, 5, etc. This embodiment does not make any special limitation on this. It is worth noting that if the target game account reaches the preset number of times in the beginner game, it means that the player has a certain understanding of the game rules and gameplay of the target game. In this way, the target game account can be automatically controlled to be in the first game mode, and the game logic is more flexible.

[0114] Figure 11 Flowchart of the game interaction method provided in the embodiments of this application Figure 7 ,like Figure 11 As shown, in an optional implementation, the method may further include:

[0115] S701, In response to an operation to acquire a third virtual resource in an in-game game scenario, the third virtual resource is placed in the resource container of a controlled virtual object.

[0116] The resource container of the controlled virtual object is a virtual safe or a virtual backpack. When controlling the controlled virtual object to perform the target game task in the game scene, an operation to acquire a third virtual resource in the game scene is input. In response to the operation to acquire the third virtual resource in the game scene, the third virtual resource is placed in the resource container of the controlled virtual object. That is to say, the controlled virtual object collects virtual resources in the game scene and places the collected virtual resources in the resource container of the controlled virtual object.

[0117] The virtual container can be configured by the target game for the target game account, or it can be obtained by the target game account through game transactions. This embodiment does not make any special limitations on this.

[0118] Accordingly, step S102, in response to the controlled virtual object failing to complete the target game task, controlling the controlled virtual object to end the first game match and configuring the first virtual resource for the target game account, may include:

[0119] S702, in response to the controlled virtual object failing to complete the target game task and the resource container being the first resource container, control the controlled virtual object to end the first game session, and configure the first virtual resource and the virtual resource in the resource container for the target game account.

[0120] The type of resource container is determined. If the resource container is a first resource container, such as a virtual safe, in response to the controlled virtual object failing to complete the target game task and the resource container being the first resource container, the controlled virtual object is controlled to end the first game session, and the first virtual resources and the virtual resources in the resource container are configured for the target game account, that is, neither the first virtual resources nor the virtual resources in the resource container are dropped.

[0121] The virtual resources in the resource container refer to the virtual resources placed in the resource container when the controlled virtual object finishes its first game. The virtual resources in the resource container may include virtual currency.

[0122] It is worth noting that the virtual resources in the resource container do not exceed the first preset capacity. In other words, when the resource container is the first resource container, the capacity of the resource container is the first preset capacity.

[0123] In an optional implementation, step S102, in response to the controlled virtual object failing to complete the target game task, controlling the controlled virtual object to end the first game match and configuring the first virtual resource for the target game account, may further include:

[0124] S703. In response to the controlled virtual object failing to complete the target game task and the resource container being the second resource container, control the controlled virtual object to end the first game session, configure the first virtual resource for the target game account, and do not configure the virtual resource in the resource container for the target game account.

[0125] When the resource container is a second resource container, such as a virtual backpack, in response to the controlled virtual object failing to complete the target game task and the resource container being a second resource container, the controlled virtual object is controlled to end the first game session, and the first virtual resource is configured for the target game account, but the virtual resource in the resource container is not configured for the target game account.

[0126] In other words, the virtual resources collected by the controlled virtual object in the game scene are placed in a virtual container. When the first game ends, the virtual resources in the virtual container are dropped, but the first virtual resource is not dropped and is assigned to the target game account.

[0127] It is worth noting that virtual resource drops can be understood as placing virtual resources in the in-game scene, and other virtual objects can perform acquisition operations on these virtual resources.

[0128] In the game interaction method of this embodiment, in response to the controlled virtual object failing to complete the target game task and the resource container being a first resource container, the controlled virtual object is controlled to end the first game session, and the first virtual resource and the virtual resource in the resource container are configured for the target game account. In response to the controlled virtual object failing to complete the target game task and the resource container being a second resource container, the controlled virtual object is controlled to end the first game session, and the first virtual resource is configured for the target game account, but the virtual resource in the resource container is not configured for the target game account. Thus, different resource configuration rules are set for different resource containers, improving player retention and user experience, avoiding hardware idling, improving resource utilization, and increasing game fun.

[0129] In an optional implementation, step S102, after controlling the controlled virtual object to end the first game match and configuring the first virtual resources for the target game account in response to the controlled virtual object failing to complete the target game task, further includes:

[0130] Stores the status information of all virtual resources currently configured in the target game account.

[0131] The status information of virtual resources can include the durability of the virtual resources. The durability of virtual resources will gradually decrease as virtual resources are used. Durability is used to indicate the performance of virtual resources. This performance can be understood as lifespan, usage amount, and effect. Taking the effect as an example, 100% durability corresponds to an effect level of three, and 50% durability corresponds to an effect level of one. It can be seen that the higher the durability, the higher the effect level, and the lower the durability, the lower the effect level.

[0132] After configuring the first virtual resource for the target game account, the status information of all virtual resources currently configured for the target game account is stored. All virtual resources include the first virtual resource. That is, when the controlled virtual object ends the first game, the first virtual resource is configured for the target game account. The status information of the first virtual resource inherits its status information in the game scene. When using the first virtual resource in the future, it needs to be used based on this status information. This can prevent players from abusing the virtual resources brought back from the game scene and further ensure game balance.

[0133] It is worth noting that when the resource container is the first resource container, all virtual resources can also include: virtual resources within the resource container.

[0134] In an optional implementation, step S102, controlling the controlled virtual object to end the first game match and configuring the first virtual resources for the target game account, may include:

[0135] Control the controlled virtual object to end the first game session and, if the first virtual resource includes consumable items, discard the consumable items and configure other items from the first virtual resource for the target game account.

[0136] Among them, consumable items are items that will be consumed after use, such as bullets. When the controlled virtual object ends the first game, it is determined whether the first virtual resources include consumable items. If the first virtual resources include consumable items, the consumable items are discarded and other items in the first virtual resources are configured for the target game account. The first virtual resources include consumable items and other items. Other items can be, for example, weapons. Consumable items can be loaded onto other items.

[0137] It is worth noting that when the target game account is in the first game mode, the target game account can also conduct game transactions with the game platform to sell virtual resources to the game platform in order to obtain virtual currency. The discarding of consumable items can be understood as the drop of consumable items. In this way, players can later use virtual currency to trade in the game to obtain consumable items, thereby increasing the fun of the game.

[0138] In an alternative implementation, the method may further include:

[0139] In response to the configuration operation of the fourth virtual resource in the in-game scene, configure the wearable resources for the controlled virtual object.

[0140] During the process of controlling the controlled virtual object to perform the target game task in the in-game scene, configuration operations for the fourth virtual resource in the in-game scene can also be entered to configure the controlled virtual object to wear equipment. The equipment includes the fourth virtual resource. That is to say, the equipment worn by the controlled virtual object is not fixed to the equipment worn when entering the in-game scene, but can be replaced during the execution of the target game task. This helps the target game account to bring out higher-level virtual resources from the in-game scene, thereby improving the player's game experience and retention rate. For example, the controlled virtual object wears a level 1 helmet when entering the in-game scene, and wears a level 5 helmet after replacement.

[0141] Of course, the equipment worn before replacement can also drop into the in-game scene, and other virtual objects can also perform acquisition operations on the equipment.

[0142] In an alternative implementation, the method may further include:

[0143] When a user enters the target game for the first time through the target game account, the user interface displays the rights and restrictions information for the first game mode, as well as the configuration resource container for the first game mode.

[0144] Among them, the rights information in the first game mode is used to indicate the rights that the target game account can obtain in the first game mode, including but not limited to the rights to return virtual materials and the rights to use virtual warehouses. The restriction information in the first game mode is used to indicate the functional restrictions of the target game account in the first game mode, including but not limited to transaction restrictions, team restrictions, gameplay restrictions, etc.

[0145] The configuration resource container is a resource container configured for the target game account in the first game mode. Examples include a starter pack, a practice resource pack, and a basic armory. The configuration resource container includes multiple initial virtual resources provided by the first game mode, such as level 1 helmets, level 1 armor, level 1 shoes, bullets, first aid kits, and medicine.

[0146] exist Figure 6 On this basis, Figure 12 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 5 ,like Figure 12 As shown, the rights information for the first game mode is the exercise rights, such as rights 1 and rights 2. The restriction information for the first game mode is the exercise restriction. The configured resource container is the exercise resource pack. The exercise resource pack can also display prompt information around it, as shown by the black dots in the figure.

[0147] Figure 13 Flowchart of the game interaction method provided in the embodiments of this application Figure 8 ,like Figure 13 As shown, in an optional implementation, the method may further include:

[0148] S801, In response to the receiving operation of the configuration resource container, extract multiple initial virtual materials from the configuration resource container to the virtual warehouse.

[0149] Receiving operations on configuration resource containers can include: selecting configuration resource containers, such as... Figure 12 As shown, inputting a selection operation on the configuration resource container, in response to a receiving operation on the configuration resource container, extracts multiple initial virtual materials from the configuration resource container to the virtual warehouse.

[0150] The virtual materials in the virtual warehouse shall not exceed the second preset capacity. In other words, the capacity of the virtual warehouse is the second preset capacity, which may be, for example, 40 warehouse slots.

[0151] S802, In response to the first configuration operation on virtual materials in the virtual warehouse, configure the currently worn materials for the controlled virtual object.

[0152] The first configuration operation is used to attach one or more virtual items from the virtual warehouse to a controlled virtual object.

[0153] In response to the first configuration operation on virtual materials in the virtual warehouse, the currently worn materials are configured for the controlled virtual object, including the virtual materials targeted by the first configuration operation.

[0154] In some embodiments, the first configuration operation may include: a selection operation on one or more virtual items in a virtual warehouse and a move operation that follows the selection operation, wherein the termination point of the move operation acts on a controlled virtual object.

[0155] The virtual resources in the virtual warehouse can include: multiple initial virtual resources extracted from the configuration resource container and virtual resources collected by the controlled virtual object in the beginner game. The virtual resources collected in the beginner game can be understood as the resources brought out after the beginner game ends.

[0156] And / or, perform step S803.

[0157] S803, In response to the first transfer operation of virtual materials in the virtual warehouse, the first virtual material is transferred to the first resource container.

[0158] The first transfer operation is used to transfer one or more virtual items in the virtual warehouse to the first resource container. In response to the first transfer operation on the virtual items in the virtual warehouse, the first virtual item is transferred to the first resource container. The first virtual item is the virtual item targeted by the first transfer operation.

[0159] In some embodiments, the first transfer operation may include: a selection operation on one or more virtual items in a virtual warehouse and a move operation that is continuous with the selection operation, wherein the termination point of the move operation is applied to a first resource container.

[0160] And / or, perform step S804.

[0161] S804. In response to a second transfer operation of virtual materials in a virtual warehouse, transfer the second virtual materials to a second resource container.

[0162] The second transfer operation is used to transfer one or more virtual items in the virtual warehouse to the second resource container. In response to the second transfer operation on the virtual items in the virtual warehouse, the second virtual item is transferred to the second resource container. The second virtual item is the virtual item targeted by the second transfer operation.

[0163] In some embodiments, the second transfer operation may include: a selection operation on one or more virtual items in a virtual warehouse and a move operation that is continuous with the selection operation, wherein the termination point of the move operation is applied to a second resource container.

[0164] It is worth noting that the first resource container can be a virtual safe, and the second resource container can be a virtual backpack. The virtual items in the first resource container are permanently stored, while the virtual items in the second resource container are dynamically carried by a controlled virtual object.

[0165] If the virtual resources in the first resource container are permanently stored, then when the controlled virtual object ends the first game, the virtual resources in the first resource container can still be configured for the target game account. If the virtual resources in the second resource container are virtual resources dynamically carried by the controlled virtual object, then when the controlled virtual object ends the first game, the virtual resources in the second resource container can be left unconfigured for the target game account. The virtual resources in the first resource container do not exceed the first preset capacity.

[0166] It is worth noting that steps S802-S804 can be executed when the target game account is in the first game mode.

[0167] Figure 14 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 6 ,like Figure 14 As shown, the graphical user interface displays warehouse controls, appearance controls, transaction controls, safe house controls, and database controls.

[0168] The warehouse control is used to open the virtual warehouse of the target game account, which has a preset amount of storage space.

[0169] The appearance controls open the appearance customization page for the controlled virtual object. This page displays the controlled virtual object's current appearance as well as several selectable appearance options. Players can change the controlled virtual object's appearance using these options. Additionally, the appearance customization page provides controls to enter the virtual shop and the virtual auction house. Players can purchase appearance items for the controlled virtual object in the virtual shop and auction off their virtual items in the virtual auction house, although appearance items cannot be auctioned in the first game mode. Appearance items generally refer to the controlled virtual object's physical appearance, such as fashion outfits.

[0170] The trading control is used to open the target game's trading platform. Players can sell virtual resources owned by their target game accounts on the trading platform, and they can also buy virtual resources sold by other players on the trading platform, including the mall, exchange, Prism Industries, auction house, and exchange. The exchange is used to list new items, which are priced higher. In the first game mode, the mall, trading, and exchange can be used normally, while the entrances to Prism Industries and the auction house are locked and cannot be used.

[0171] The Safe House control is used to open a safe game scene in the target game. The safe game scene provides players with a weapon modification station, a manufacturing station, and a shooting range. Players can modify their weapons at the weapon modification station, create new items using virtual resources at the manufacturing station, and conduct shooting training in the shooting range. In this safe game scene, the controlled virtual object will not be attacked by other virtual objects in the same safe game scene.

[0172] The database control displays information about the target game, including background settings, story progression, and plot development. Players can trigger updates to this information by completing a series of game tasks. In the first game mode, both the safe house and the database block function correctly.

[0173] The appearance, transaction, safe house, and database options will display corresponding interfaces after selection, which are similar to existing technologies and will not be described in detail here.

[0174] It is worth noting that in the first game mode, operational activities, such as paid activities, active activities, and seasons, can be used normally. Among them, active activities involve submitting resources to exchange for items, and seasons allow you to submit resources to exchange for season coins.

[0175] After selecting a warehouse, the virtual resources within it will be displayed. Taking the second transfer operation as an example, enter the second transfer operation for the virtual resources to transfer them to the virtual inventory. Of course, the above operation is just an example; in practical applications, it includes, but is not limited to, the transfer methods described above.

[0176] In an alternative implementation, the method may further include:

[0177] When a user enters the target game through the target game account for the first time, the user interface will display the rights and restrictions information for the first game mode.

[0178] When a user enters the target game through the target game account for the first time, the graphical user interface displays the rights and restrictions information of the first game mode. Of course, it can also display a prompt message indicating that the initial virtual resources in the configuration resource container have been received.

[0179] Figure 15Flowchart of the game interaction method provided in the embodiments of this application Figure 9 ,like Figure 15 As shown, in an optional implementation, the method may further include:

[0180] S901, in response to a second configuration operation on virtual materials in a virtual warehouse, configure the currently worn materials for the controlled virtual object.

[0181] The virtual materials in the virtual warehouse shall not exceed the second preset capacity. In other words, the capacity of the virtual warehouse is the second preset capacity, which may be, for example, 40 warehouse slots.

[0182] The virtual resources in the virtual warehouse include historical virtual resources collected by the controlled virtual object in the in-game game scene, and may also include virtual resources collected by the controlled virtual object in the beginner game. Historical virtual resources can be understood as virtual resources collected by the controlled virtual object in the in-game game scene when it previously entered the target game, that is, virtual resources brought out from the in-game game scene in the historical game matches of the first game mode.

[0183] In some embodiments, the second configuration operation may include: a selection operation on one or more virtual items in a virtual warehouse and a move operation that follows the selection operation, wherein the termination point of the move operation applies to the virtual object.

[0184] And / or, perform step S902.

[0185] S902, In response to a third transfer operation on virtual materials in a virtual warehouse, transfer the third virtual material to the first resource container.

[0186] The fourth transfer operation is used to transfer one or more virtual items in the virtual warehouse to the first resource container. In response to the third transfer operation on the virtual items in the virtual warehouse, a third virtual item is transferred to the first resource container. The third virtual item is the virtual item targeted by the third transfer operation.

[0187] In some embodiments, the third transfer operation may include: a selection operation on one or more virtual items in a virtual warehouse and a move operation that is continuous with the selection operation, wherein the termination point of the move operation is applied to the first resource container.

[0188] And / or, perform step S903.

[0189] S903, In response to the fourth transfer operation of virtual materials in the virtual warehouse, transfer the fourth virtual material to the second resource container.

[0190] The fourth transfer operation is used to transfer one or more virtual items in the virtual warehouse to the second resource container. In response to the fourth transfer operation on the virtual items in the virtual warehouse, the fourth virtual item is transferred to the second resource container. The fourth virtual item is the virtual item targeted by the fourth transfer operation.

[0191] In some embodiments, the first resource container can be a virtual safe, and the second resource container can be a virtual backpack. The virtual resources in the first resource container are permanently stored, while the virtual resources in the second resource container are dynamically carried by a controlled virtual object.

[0192] If the virtual resources in the first resource container are permanently stored, then when the controlled virtual object ends the first game, the virtual resources in the first resource container can still be configured for the target game account. If the virtual resources in the second resource container are virtual resources dynamically carried by the controlled virtual object, then when the controlled virtual object ends the first game, the virtual resources in the second resource container can be left unconfigured for the target game account. The virtual resources in the first resource container do not exceed the first preset capacity.

[0193] It is worth noting that steps S901-S903 can be executed when the target game account is in the first game mode.

[0194] In an alternative implementation, the method may further include:

[0195] When the target game account is in the second game mode, reclaim the second preset capacity of space in the virtual warehouse.

[0196] When the target game account is in the first game mode, a virtual warehouse with a second preset capacity is configured for the target game account to improve the game experience and player retention rate. When the target game account is in the second game mode, the space of the second preset capacity of the virtual warehouse is reclaimed to ensure game balance and fairness.

[0197] Figure 16 Flowchart of the game interaction method provided in the embodiments of this application Figure 10 ,like Figure 16 As shown, in an optional implementation, the method may further include:

[0198] S1001: Receive resource gift messages sent by other game accounts through the game platform.

[0199] S1002, In response to resource gifting messages, obtain virtual resources gifted by other game accounts.

[0200] When the target game account is in the first game mode, it can also receive resource gift messages sent by other game accounts through the game platform. In response to the resource gift message, it can obtain virtual resources gifted by other game accounts. Specifically, it can click on the resource gift message to receive virtual resources gifted by other game accounts, and the virtual resources gifted by other game accounts can be placed in the virtual warehouse.

[0201] Other game accounts can be in either the first game mode or the second game mode. This embodiment does not impose any special restrictions on the game mode of other game accounts.

[0202] In the game interaction method of this embodiment, virtual resources can be transferred in one direction, that is, gifted from other game accounts to the target game account. This resource gifting method further improves the player's game experience and retention rate. In order to ensure the fairness and balance of the game, the target game account in the first game mode cannot gift virtual resources to other game accounts.

[0203] Figure 17 Flowchart of the game interaction method provided in the embodiments of this application Figure 10 First, such as Figure 17 As shown, in an optional implementation, step S101, in response to a game start command, controlling the display of an in-game game scene configured with controlled virtual objects on the graphical user interface, may include:

[0204] S1101: Received a collaborative operation request sent by another game account through the game platform.

[0205] S1102. Based on the identifiers of other game accounts, determine whether other game accounts are in the first game mode.

[0206] S1103. If other game accounts are in the first game mode, accept the cooperative operation request and display the in-game game scene after the cooperative operation on the graphical user interface.

[0207] When the target game account is in the first game mode, it can also receive collaborative operation requests sent by other game accounts through the game platform. The collaborative operation requests include the identifiers of the other game accounts.

[0208] Among them, collaborative operation requests can be, for example, team-up requests and recruitment requests. Team-up requests are used to request controlled virtual objects corresponding to the target game account to form a team, while recruitment requests are used to recruit virtual objects that meet preset recruitment conditions to form a team. Preset recruitment conditions may include, for example, the game account's level reaching a preset game level, the win rate reaching a preset win rate, etc.

[0209] Based on the identifiers of other game accounts, it is determined whether the other game accounts are in the first game mode. If the other game accounts are in the first game mode, the cooperative operation request is accepted, and the in-game game scene after the cooperation is displayed in the graphical user interface. In other words, during the cooperative operation, the controlled virtual object corresponding to the target game account can only team up with the virtual object of the game account in the first game mode. This prevents the virtual object in the second game mode from taking the virtual object in the first game mode and using the game rules to obtain virtual resources, thereby ensuring game balance and fairness.

[0210] In some embodiments, if an attempt is made to team up with a virtual object in the second game mode, the graphical user interface may also display a message stating "The game modes are different, teaming up is not possible." Additionally, recruitment requests posted by game accounts in the first game mode can be viewed only by game accounts in the first game mode, i.e., recruitment requests posted by game accounts in the second game mode can be blocked.

[0211] Figure 18 Flowchart of the game interaction method provided in the embodiments of this application Figure 10 Second, such as Figure 18 As shown, in an optional implementation, step S101, in response to a game start command, controlling the display of an in-game game scene configured with controlled virtual objects on the graphical user interface, may include:

[0212] S1201, In response to the command to start the first game match, display the current team list.

[0213] S1202, In response to the selection operation for the identifier of at least one candidate virtual object in the current team list, send a collaborative operation request to the game account corresponding to the selected candidate virtual object.

[0214] In response to the command to start the first game match, the current team list is displayed. The current team list includes the identifiers of multiple virtual objects. The multiple virtual objects in the current team list can include candidate virtual objects and non-candidate virtual objects. The game accounts of candidate virtual objects are in the first game mode, and the game accounts of non-candidate virtual objects are in the second game mode.

[0215] Input a selection operation for the identifier of at least one candidate virtual object in the current team list. Response to the selection operation for the identifier of at least one candidate virtual object in the current team list, send a collaborative operation request to the game account corresponding to the selected candidate virtual object. The collaborative operation request can be, for example, a team request or a recruitment request.

[0216] S1203. After the game account corresponding to the selected virtual object accepts the collaborative operation request, the in-game game scene after collaboration is displayed in the graphical user interface.

[0217] The game account corresponding to the selected candidate virtual object can accept the collaborative operation request and return an acceptance response to instruct the game account corresponding to the selected candidate virtual object to accept the collaborative operation request.

[0218] After the game account corresponding to the selected virtual object accepts the collaborative operation request, the in-game game scene after collaboration is displayed in the graphical user interface. In other words, the target game account can send collaborative operation requests to game accounts that are also in the first game mode, but cannot send collaborative operation requests to game accounts that are in the second game mode.

[0219] exist Figure 2 On this basis, Figure 19 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 7 ,like Figure 19 As shown, inputting a selection action for the "Start Matchmaking" control displays the current team list, which includes the identifiers of multiple virtual objects. The identifiers of the virtual objects to be selected are not filled in, while the identifiers of the non-virtual objects to be selected are filled in. Inputting a selection action for the identifier of a virtual object to be selected sends a collaborative operation request to the game account corresponding to the virtual object to be selected.

[0220] After the game account corresponding to the selected candidate virtual object accepts the collaborative operation request, the in-game scene after collaboration is displayed in the graphical user interface. The in-game scene after collaboration can include the controlled virtual object and the selected candidate virtual object.

[0221] Figure 20 Flowchart of the game interaction method provided in the embodiments of this application Figure 10 Third, such as Figure 20 As shown, in an optional implementation, step S101, in response to a game start command, controlling the display of an in-game game scene configured with controlled virtual objects on the graphical user interface, may include:

[0222] S1301. Display at least one gameplay type in the first game mode in the graphical user interface.

[0223] S1302, In response to the selection operation of the target gameplay type in the gameplay type, determine whether the target gameplay type is a gameplay type in the first game mode.

[0224] S1303 If it is a gameplay type in the first game mode, then the in-game scene corresponding to the target gameplay type will be displayed in the graphical user interface.

[0225] The target gameplay type can be any one of at least one gameplay type, and different gameplay types correspond to different game maps.

[0226] When the target game account is in the first game mode, at least one gameplay type in the first game mode is displayed on the graphical user interface. Input a selection operation for the target gameplay type. In response to the selection operation for the target gameplay type, it is determined whether the target gameplay type is a gameplay type in the first game mode. If the target gameplay type is a gameplay type in the first game mode, the in-game game scene corresponding to the target gameplay type is displayed on the graphical user interface.

[0227] The gameplay types in the first game mode can be understood as the gameplay types supported by the first game mode. These can be non-drop game modes, while drop game modes can include, for example, Ace Match and Room Match. Of course, gameplay types that are not in the first game mode can also be blocked.

[0228] Figure 21 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 8 ,like Figure 21 As shown, the graphical user interface displays an icon for the gameplay type, as well as a selection control for the gameplay type. The gameplay type can be selected by triggering the selection control.

[0229] In the game interaction method of this embodiment, the first game mode supports some gameplay types. The in-game game scene is displayed only when the selected target gameplay type is a gameplay type in the first game mode. That is, players are only allowed to perform game operations for gameplay types in the first game mode, avoiding the loss of resources, reducing the economic and game pressure on novice players, further improving player retention and user experience, avoiding idle hardware devices, and improving resource utilization.

[0230] In an optional implementation, step S1303, if it is a gameplay type within the first game mode, then displaying the in-game game scene corresponding to the target gameplay type on the graphical user interface may include:

[0231] If the gameplay type is in the first game mode and the target gameplay type is multiplayer mode, then a preset number of virtual objects in the first game mode will be matched to form a team, and the in-game game scene corresponding to the target gameplay type will be displayed on the graphical user interface.

[0232] If the target gameplay is a gameplay type within the first game mode and the target gameplay type is multiplayer mode, then a preset number of virtual objects in the game account that are in the first game mode will be matched to form a team, and the in-game game scene corresponding to the target gameplay type will be displayed in the graphical user interface. The preset number can be the number of virtual objects corresponding to the target gameplay type.

[0233] In this embodiment, when the selected target gameplay type is a gameplay type within the first game mode, virtual objects within the first game mode are matched to form a team. This reduces the economic and gameplay pressure on novice players, allowing them to focus more on the game itself.

[0234] In an optional implementation, step S101, in response to a game start command, controlling the display of an in-game game scene configured with controlled virtual objects on a graphical user interface, may further include:

[0235] S1304. If the game type is not in the first game mode and the target game type is multiplayer mode, then match a preset number of virtual objects in the first game mode and / or the second game mode to form a team, and display the in-game game scene corresponding to the target game type on the graphical user interface.

[0236] If the target gameplay is not a gameplay type within the first game mode, but the target gameplay type is a multiplayer mode, then a preset number of game accounts will be matched with virtual objects in the first and / or second game modes to form a team, and the in-game scene corresponding to the target gameplay type will be displayed in the graphical user interface. The preset number can be the number of virtual objects corresponding to the target gameplay type.

[0237] In this embodiment, when the selected target gameplay type is not a gameplay type within the first game mode, virtual objects from the first game mode and / or the second game mode are matched to form a team. This allows players to further challenge themselves in the game while ensuring their resource accumulation.

[0238] In an optional implementation, the method may further include:

[0239] When the target game account is in first game mode, display a first game mode indicator on the icon of the controlled virtual object.

[0240] The icons for controlled virtual objects include, but are not limited to, icons for controlled virtual objects on the chat page, icons for controlled virtual objects on the social list page, and icons for controlled virtual objects on the personal space page. The identifier for the first game mode can be "Protect".

[0241] In this system, icons of controlled virtual objects on the chat page all display the first game mode indicator. For example, the chat box in the channel speaker displays the first game mode indicator, so that other game accounts can know that the target game account is in the first game mode. The social list page includes friend request page, instructor recruitment page, and student request page, so that both parties can know whether they can team up together.

[0242] In an optional implementation, step S101, controlling the display of the in-game scene configured with the controlled virtual object in the graphical user interface, may further include:

[0243] On the waiting screen for entering the first game match, a prompt message for the first game mode is displayed to instruct the controlled virtual object to retain the first virtual resource if it fails to achieve the target game task.

[0244] The prompt information in the first game mode is used to instruct the controlled virtual object to retain the first virtual resource if it fails to achieve the target game task.

[0245] When the target game account is in the first game mode, in response to the game start command, a prompt message for the first game mode is displayed on the waiting screen to enter the first game, reminding the player to retain the first virtual resource if the controlled virtual object has not completed the target game task. This reduces the player's game pressure, further improves player retention and user experience, avoids hardware idling, and improves resource utilization.

[0246] The waiting screen can also display the countdown information for the start of the first game match, indicating that the first game match will start after the countdown ends. The countdown information can be in seconds, such as 10s, 9s, up to 0s.

[0247] It is worth noting that a waiting screen can be displayed before the in-game scene is shown. For example, the waiting screen can be displayed after the team is formed, and the in-game scene can be displayed after the countdown ends.

[0248] Figure 22 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 9 ,like Figure 22 As shown, the waiting screen displays a countdown message, such as 9s, and "In equipment protection mode, the equipment brought in will be returned if the evacuation fails."

[0249] In an alternative implementation, the method may further include:

[0250] When the target game account is in the second game mode, activate the game permissions in the second game mode to the controlled virtual object. The permissions in the second game mode include one or more of the following: event permissions, transaction permissions, team permissions, gameplay type permissions, and gifting permissions.

[0251] Specifically, when the target game account is in the first game mode, no game permissions under the second game mode are granted to the controlled virtual object; that is, when the target game account is in the first game mode, the game permissions of the controlled virtual object are limited. When the target game account is in the second game mode, game permissions under the second game mode are granted to the controlled virtual object. Permissions under the second game mode include one or more of the following: tournament permissions, trading permissions, team formation permissions, and gifting permissions.

[0252] Among them, the "Activate Event Permission" can be understood as activating battlefield permissions and gameplay permissions involving resource drops; the "Activate Trade Permission" can be understood as activating auction house, Prism Heavy Industries, insurance, and other trading permissions; the "Team Formation Permission" can be understood as activating the permission to form a team with virtual objects in the second game mode of the game account, as well as activating the permission to accept recruitment requests from game accounts in the second game mode; and the "Gift Permission" can be understood as activating the permission to gift resources to game accounts in the second game mode.

[0253] It is worth noting that when the target game account is in the first game mode, the main entrances to the Auction House and Prism Industries can be locked, and when attempting to enter, a message will be displayed stating "This function cannot be used in equipment protection mode".

[0254] Figure 23 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 10 ,like Figure 23 As shown, Battlefield Mode 4 cannot be used when the target game account is in the first game mode, meaning that the controlled virtual object does not have permission to use Battlefield Mode 4.

[0255] In an alternative implementation, the method may further include:

[0256] When the target game account meets the preset conditions for enabling the second game mode, in response to the mode switching command for the second game mode, the target game account is controlled to switch from the first game mode to the second game mode so that the target game account can play the game in the second game mode.

[0257] The preset activation conditions include at least the following: when the target game account is in the first game mode, the controlled virtual object completes the target game task in the in-game game scene.

[0258] The system provides preset conditions for enabling the second game mode. When the controlled virtual object completes the game task corresponding to the preset conditions in the first game mode, it determines that the target game account meets the preset conditions for enabling the second game mode, that is, the target game account has the permission to enable the second game mode. In this case, if an input mode switching command for the second game mode is received, the game mode of the target game account will be switched from the first game mode to the second game mode.

[0259] It should be noted that once the game mode is switched from the first game mode to the second game mode, it will no longer be possible to switch back to the first game mode. Therefore, players should carefully consider whether they want to exit the first game mode in order to switch to the second game mode when choosing to switch game modes.

[0260] In this embodiment, when the target game account meets the preset activation conditions for the second game mode, that is, based on the player's understanding of the game, the player can judge and decide whether to enter the second game mode. This avoids the player being attacked in the second game mode due to not being prepared. It improves player retention rate and user experience, avoids hardware devices running idle, and improves resource utilization.

[0261] In an alternative implementation, the method may further include:

[0262] The graphical user interface displays task information for tasks that are started under preset conditions. The task information includes: the identifier of each task and the progress of each task.

[0263] To inform players that the target game account meets the preset activation conditions for the second game mode, task information corresponding to the preset activation conditions can be displayed on the graphical user interface. The task information includes: the identifier of each task and the progress of each task. Players can enter the in-game game scene based on the activation task and complete the activation task in the first game match to make the target game account meet the preset activation conditions for the second game mode.

[0264] In some embodiments, the graphical user interface provides a game mode display interface, which includes a first sub-interface for introducing a first game mode and a second sub-interface for introducing a second game mode.

[0265] In some embodiments, in response to a triggering operation targeting a game mode identifier, a first sub-interface of a first game mode or a second sub-interface of a second game mode may be displayed in the graphical user interface. Alternatively, one can access the second sub-interface of the second game mode from the first sub-interface.

[0266] The first sub-interface includes: the game rules of the first game mode. The game rules may include at least: the preset rights and interests of the controlled virtual objects in the first game mode, and the functional restrictions imposed on the target game account in the first game mode.

[0267] The second sub-interface includes: the game rules for the second game mode, which may include at least: the game rights of the controlled virtual objects in the second game mode, and the challenges faced by the controlled virtual objects in the second game mode.

[0268] Figure 24 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 10 First, such as Figure 24 As shown, the first sub-interface displays not only the game rules corresponding to the first game mode, but also the activation tasks corresponding to the preset activation conditions. Each activation task also has a progress bar below it to indicate the progress of each task. Figure 24 If the progress bar for each task is 0, it means that the controlled virtual object has not started the first game match, or the controlled virtual object has not completed the task in the first game match.

[0269] The task identifiers include Task 1 and Task 2. Task 1 can be a successful extraction once, and Task 2 can be an accumulation of items worth 20,000. The task execution control can be a "Go" control. In response to the trigger operation of the task execution control, the player enters the in-game game scene of the first game mode to complete the task.

[0270] In some embodiments, if the exercise resource pack is not claimed, a prompt icon such as a dot will be displayed at the exercise resource pack location in the first sub-interface to prompt the player to claim the virtual resources in the exercise resource pack.

[0271] After a controlled virtual object completes a task, the corresponding task progress bar can be updated. Figure 25 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 10 Second, such as Figure 25 As shown, when a controlled virtual object completes part of a task, the task progress bar changes according to the progress of the initiated task. Specifically, after a player claims a practice resource pack, a completion indicator, such as a checkmark, will be displayed at the practice resource pack location.

[0272] In some embodiments, the first sub-interface further includes: a rule viewing control, which responds to a trigger operation on the rule viewing control and displays the second sub-interface corresponding to the second game mode on the graphical user interface.

[0273] The second sub-interface includes: the game rights of the controlled virtual object, such as the target game account being able to engage in free trade, including trading resources in the virtual exchange, auctioning virtual resources in the virtual auction house, and participating in gameplay with resource drops to earn more profits; the challenges faced by the controlled virtual object in the second game mode, such as dropping all the virtual resources it carries if the target game task is not completed; and a reminder that it cannot switch back to the first game mode after the second game mode is activated.

[0274] The rule viewing control is a "View Details" control. Figure 26A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 10 Third, such as Figure 26 As shown, in response to the trigger operation of the "View Details" control, the second sub-interface displays the game rights and practical challenges faced by the controlled virtual object in the second game mode. The challenge content may be, for example, that if the target game task is not completed, all the virtual resources carried will be dropped. At the same time, it will also remind that it is impossible to switch back to the first game mode after the second game mode is opened.

[0275] In some embodiments, the graphical user interface may also display a completion indicator for the started task, such as the number of completed tasks being 1, the total number of tasks being 2, and the completion indicator being "Completed tasks: 1 / 2".

[0276] If the target game account does not meet the preset conditions for opening the second game mode, a task execution control can also be displayed. In response to the trigger operation of the task execution control, the game scene in the first game will be entered to execute and complete the opening task. The task execution control can be a "Go to complete task" control.

[0277] In some embodiments, after each task is completed, the task execution control corresponding to the completed task can be hidden, and a completion indicator can be displayed, such as... Figure 26 The checkmark in the middle.

[0278] The game interaction method provided in the above embodiments displays the activation task corresponding to the preset activation conditions in the first sub-interface when the target game account does not meet the preset activation conditions of the second game mode. This makes it convenient for players to view and execute the activation task, enabling players to quickly complete the activation task and obtain the mode switching permission of the second game mode. This allows players who want to experience a more challenging and exciting game mode to participate in the gameplay of the second game mode as soon as possible, thereby improving the player's game experience.

[0279] Additionally, the graphical user interface can display task view controls to return to... Figure 24 Alternatively, you can check the task completion status using option 25. The task viewing control can be a "View Task" control.

[0280] The game interaction method provided in the above embodiments displays a first sub-interface corresponding to the first game mode and a second sub-interface corresponding to the second game mode in the graphical user interface, so that players can understand the rights and restrictions or challenges they enjoy in the first game mode and the second game mode respectively, so that players can better confirm whether to switch from the first game mode to the second game mode, thereby improving player retention and user experience, avoiding idle hardware devices, and improving resource utilization.

[0281] In an alternative implementation, the method may further include:

[0282] When the target game account meets the preset activation conditions for the second game mode, the activation task corresponding to the preset activation conditions is canceled in the graphical user interface, and a mode activation control is displayed in the second sub-interface to indicate that the target game account has the mode switching permission corresponding to the second game mode.

[0283] In this embodiment, after completing all the activation tasks under the preset activation conditions, it is determined that the target game account meets the preset activation conditions for the second game mode. In this case, the activation tasks corresponding to the preset activation conditions can be de-displayed from the first sub-interface, and the task execution control and task viewing control can be de-displayed from the second sub-interface. The mode activation control is displayed in the second sub-interface, wherein the mode activation control is used to indicate that the target game account has the mode switching permission corresponding to the second game mode.

[0284] Figure 27 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 10 Fourth, such as Figure 27 As shown, when the target game account meets the preset conditions for enabling the second game mode, a mode enabling control, such as a "Select Enable" control, is displayed.

[0285] The mode activation control also displays an activation prompt icon, which indicates that the target game account has not yet selected to switch to the second game mode. The second sub-interface also displays a cancellation prompt control. In response to the trigger control of the cancellation prompt control, the activation prompt icon is canceled for a preset time period, and then re-displayed near the mode activation control after the preset time period. The preset time period can be, for example, this month.

[0286] The game interaction method provided in the above embodiments cancels the display of the opening task corresponding to the preset opening conditions when the target game account meets the preset opening conditions, and displays the mode opening control to indicate that the target game account has the mode switching permission corresponding to the second game mode, so that the player can choose whether to switch to the second game mode, improve the player's operation convenience, improve the player retention rate and user experience, avoid the hardware device from running idle, and improve resource utilization.

[0287] In one possible implementation, the method may further include:

[0288] In response to a trigger operation on the mode activation control, a mode switching instruction for the second game mode is generated, wherein the mode switching instruction is used to control the switching of the target game account's game mode from the first game mode to the second game mode.

[0289] In this embodiment, if a player confirms that they need to switch the game mode of the target game account from the first game mode to the second game mode, they can directly generate a mode switching command by triggering the mode activation control, so as to switch the game mode of the target game account from the first game mode to the second game mode.

[0290] The game interaction method provided in the above embodiments switches the game mode of the target game account from the first game mode to the second game mode based on the trigger operation of the mode activation control, so that players can experience the excitement and challenge of the game in the second game mode.

[0291] Figure 28 Flowchart of the game interaction method provided in the embodiments of this application Figure 10 Fourth, such as Figure 28 As shown, in an optional implementation, the method may further include:

[0292] S1401. In response to a trigger operation on the mode activation control, a mode switching confirmation interface is provided in the graphical user interface.

[0293] The mode switching confirmation interface includes: a confirmation switch control for confirming the switch of game modes and a cancel switch control for canceling the switch of game modes.

[0294] In this embodiment, since it is impossible to switch back to the first game mode after switching from the first game mode to the second game mode, a mode switching confirmation interface can be provided to allow players to confirm whether they have switched to the second game mode in order to avoid accidental switching.

[0295] Figure 29 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 10 Fifth, such as Figure 29 As shown, if a player confirms that they need to switch the game mode of the target game account from the first game mode to the second game mode, they can trigger the mode activation control in the second sub-interface to display a mode switching confirmation interface in the graphical user interface. The mode switching confirmation interface includes a confirm switch control and a cancel switch control. The confirm switch control is used to confirm the switch to the second game mode, and the cancel switch control is used to cancel the switch to the second game mode.

[0296] The confirmation switch control can be a "Confirm Start" control, and the cancellation switch control can be a "Let me think about it" control.

[0297] S1402, In response to a trigger operation on the confirmation switch control, generate a mode switching command for the second game mode.

[0298] In this embodiment, if the player confirms switching the game mode of the target game account to the second game mode, a mode switching command is generated by triggering the confirmation switch control to switch the game mode of the target game account from the first game mode to the second game mode.

[0299] S1403. In response to a trigger operation on the cancel switch control, generate a cancel switch command for the second game mode.

[0300] The "Cancel Switch" command is used to keep the target game account's game mode in the first game mode.

[0301] In this embodiment, if the player confirms that they will not switch the game mode of the target game account to the second game mode, a cancellation switch command is generated by triggering the cancellation switch control, so that the game mode of the target game account remains in the first game mode.

[0302] The game interaction method provided in the above embodiments provides a mode switching confirmation interface based on the trigger operation of the mode activation control, so that players can confirm again whether to switch the game mode of the target game account from the first game mode to the second game mode. This avoids players being unable to switch back to the first game mode after accidentally switching the game mode to the second game mode, thereby improving player retention and user experience, avoiding hardware idling, and improving resource utilization.

[0303] When a controlled virtual object participates in the game in the first game mode, it will receive virtual resources collected from the in-game game scene. In order to encourage players to participate in the second game mode as soon as possible, the virtual resources collected by the target game account in the first game mode can be exchanged for virtual resources in the second game mode.

[0304] Figure 30 Flowchart of the game interaction method provided in the embodiments of this application Figure 10 Fifth, such as Figure 30 As shown, in an optional implementation, controlling the target game account to switch from the first game mode to the second game mode in response to a mode switching command for the second game mode may include:

[0305] S1501, In response to a mode switching command for the second game mode, display virtual resources in the virtual warehouse on the graphical user interface.

[0306] In some embodiments, in response to a mode switching instruction for a second game mode, a resource extraction interface is provided in the graphical user interface, and the virtual resources obtained by the target game account through the first game mode, i.e., the virtual resources in the virtual warehouse, are displayed in the resource extraction interface.

[0307] S1502, In response to the extraction operation of the target virtual material in the virtual material, control the switching of the game mode of the target game account from the first game mode to the second game mode, and configure the target virtual material for the target game account in the second game mode.

[0308] In response to the extraction of target virtual resources, the target virtual resources are configured for the target game account in the second game mode. After the target virtual resources are extracted, the target game account is switched from the first game mode to the second game mode.

[0309] In some embodiments, the extraction operation for the target virtual material may include: the extraction operation for the target virtual material in the material extraction interface.

[0310] Figure 31 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 10 Sixth, such as Figure 31 As shown, the material extraction interface displays virtual materials, a first confirmation extraction control, and a cancel extraction control. The first confirmation extraction control can be a "Extract and Confirm" control, and the cancel extraction control can be a "Let me think about it" control.

[0311] The virtual resources displayed in the resource extraction interface are virtual resources acquired by the controlled virtual object and configured to the target game account in the first game mode.

[0312] Players can select the target virtual resource to be extracted. In response to a trigger on the first confirmation extraction control, the game mode of the target game account is switched to a second game mode, and the target virtual resource is configured for the target game account in the second game mode. In response to a trigger on the cancel extraction control, the extraction of the target virtual resource is canceled, and the game mode of the target game account remains in the first game mode.

[0313] In some embodiments, if virtual resources include only virtual items but not virtual currency, then virtual currency will not be displayed in the resource extraction interface; if virtual resources include only virtual currency but not virtual items, then virtual items will not be displayed in the resource extraction interface.

[0314] The game interaction method provided in the above embodiment displays a resource extraction interface based on a mode switching command. By extracting the target virtual resources in the resource extraction interface, the game mode of the target game account is switched to a second game mode. This encourages players to enter the second game mode through resource extraction and experience a more exciting and challenging game in the second game mode.

[0315] The graphical user interface also displays a slider control, an increase control, and a decrease control. The upper limit of the slider corresponding to the slider control can be determined according to the upper limit of the total value of extractable virtual currency. The total value of virtual currency to be extracted (i.e., extracted asset data) can be adjusted by controlling the slider control to slide on the slider bar. The total value of virtual currency to be extracted can also be adjusted by using the increase and decrease controls. Each click of the increase control automatically increases the fixed percentage corresponding to the upper limit of the total value of extractable virtual currency. When the percentage is not an integer, it can be rounded up. Each click of the decrease control automatically decreases the fixed percentage corresponding to the upper limit of the total value of extractable virtual currency. When the percentage is not an integer, it can be rounded down. The fixed percentage can be, for example, 5%, 10%, etc., but this embodiment does not limit it.

[0316] In an alternative implementation, the method may further include:

[0317] If the asset data of virtual materials does not exceed the preset asset threshold, the selected information of virtual materials will be displayed on the graphical user interface to indicate that the virtual materials support full extraction.

[0318] If the virtual asset data is below the preset asset threshold, and the player decides to extract the virtual asset value to the target game account and switches the game mode to the second game mode, the player does not need to manually select the target virtual asset. The virtual assets are selected by default and the selection information is displayed. The selection information can be, for example, a checkmark displayed on the virtual asset, which indicates that the virtual assets support extraction of all assets.

[0319] Among them, the asset data of virtual materials can be the total value of virtual materials.

[0320] In some embodiments, based on the mode switching instruction of the second game mode, before displaying the resource extraction interface, the value of all virtual resources contained in the target game account is calculated to determine the total value of resources, wherein the value of each virtual resource can be based on the average trading price of virtual resources in the target game's exchange on that day.

[0321] When the total value of resources is determined to be lower than the preset asset threshold, a first prompt message corresponding to the total value of resources can be displayed in the graphical user interface. The first prompt message is used to indicate that the target game account has participated in fewer game matches in the first game mode. If the player extracts resources at this time, there will be a loss. In this case, the player can choose not to extract resources, but continue to participate in game matches in the first game mode to obtain more virtual resources and increase the total value of extractable resources.

[0322] Figure 32 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 10 7. For example Figure 32 As shown, the first material total value prompt interface displays a prompt message and a return control. In response to the trigger operation of the return control or the cancellation operation of the first material total value prompt interface, the material extraction is confirmed to be cancelled.

[0323] The prompt message could be something like, "The total value of the resources acquired during the exercise is 52,439, which is less than the total value of resources that can be extracted during the exercise, which is 100,000. Do you want to confirm extracting resources?" The return control could be a "Return" control.

[0324] In one possible implementation, the process of providing a resource extraction interface in the graphical user interface based on the prompt information corresponding to the total value of resources displayed in the graphical user interface, in response to a mode switching command for the second game mode, may include:

[0325] In response to confirmation of prompts, a resource retrieval interface is provided in the graphical user interface.

[0326] In this embodiment, as Figure 32 As shown, the first resource total value prompt interface also displays a confirmation entry control. After the graphical user interface displays the first prompt message that the total resource value does not exceed the preset asset threshold, if the player still needs to extract resources, they can enter the resource extraction interface and select the target virtual resource to extract based on the trigger operation of the confirmation entry control. The confirmation entry control can be a "Confirm Extraction" control.

[0327] In some embodiments, all target virtual resources can be directly configured for the target game account in the second game mode based on the triggering operation of the confirmation extraction control in the resource extraction interface.

[0328] The game interaction method provided in the above embodiments, based on the mode switching command, confirms the total value of the virtual resources owned by the target game account, and displays a prompt message corresponding to the virtual resource asset data when the asset data of the virtual resources is lower than the preset asset threshold, so as to prompt the player to continue to participate in the game in the first game mode to accumulate more asset data, avoid the loss of the target game account's material extraction, improve the player retention rate and user experience, avoid the idle operation of hardware devices, and improve resource utilization.

[0329] In an alternative implementation, the method may further include:

[0330] If the asset data of virtual materials exceeds the preset asset threshold, in response to the material selection operation, the target virtual material is determined from the virtual materials based on the asset attributes of the virtual materials and the preset asset threshold.

[0331] The resource selection operation can be a trigger operation on the resource selection control, which can be... Figure 30 The "one-click selection" control in the system can include asset attributes such as asset rarity.

[0332] In response to the material selection operation, the target virtual material is determined from the virtual materials based on the asset attributes of the virtual materials, so that the asset data of the determined target virtual material reaches a preset asset threshold, such as 100,000.

[0333] In some embodiments, the material extraction interface also displays a "one-click selection" control. In response to the trigger operation of the "one-click selection" control, a target virtual material is automatically selected from the extractable virtual materials using preset rules. The asset data of the automatically selected target virtual material does not exceed a preset asset threshold.

[0334] For example, virtual resources include virtual items. Virtual items can be sorted in the resource extraction interface according to their attribute level. The higher the attribute level, the higher the virtual item's position in the sorting. For virtual items with the same attribute level, they can be sorted according to their value. The higher the value, the higher the virtual item's position in the sorting.

[0335] Based on the sorting of virtual items in the resource extraction interface, in response to the triggering operation of the "one-click selection" control, the target virtual item that is ranked first among the extractable virtual items is automatically selected according to the sorting of the virtual items.

[0336] In an optional implementation, virtual resources include: virtual currency and virtual items; the method may further include:

[0337] In response to the extraction operation of target virtual currency in virtual currency and / or target virtual item in virtual item, determine the extraction asset data; if the extraction asset data is less than the preset asset threshold, in response to the asset replenishment operation, determine the replenished virtual currency from the virtual currency so that the re-determined extraction asset data is the preset asset threshold; determine the replenished virtual currency, target virtual currency and / or virtual item as target virtual resources.

[0338] Among them, the extracted asset data is the total value of the target virtual currency and / or target virtual items, and the asset replenishment operation can be a selection operation for the "Auto-replenish currency" control.

[0339] The system determines the asset data for the extraction of target virtual currency and / or virtual items. When the extracted asset data is less than a preset asset threshold, it responds to an asset replenishment operation by determining supplementary virtual currency from the virtual currency. The sum of the asset data of the supplementary virtual currency and the asset data of the target virtual currency cannot exceed the upper limit of the total value of extractable virtual currency. The sum of the asset data of the supplementary virtual currency and the extracted asset data is the preset asset threshold. That is, the re-determined extracted asset data is the preset asset threshold. The supplementary virtual currency, target virtual currency and / or virtual items are determined as target virtual resources.

[0340] In an alternative implementation, the method may further include:

[0341] If the asset data of the target virtual material does not exceed the preset asset threshold, an asset prompt message will be displayed on the graphical user interface to indicate that the asset data of the target virtual material has not reached the preset asset threshold.

[0342] If the asset data of the target virtual material does not exceed the preset asset threshold, an asset prompt message will be displayed on the graphical user interface. The asset prompt message indicates that the asset data of the target virtual material has not reached the preset asset threshold. At this time, extracting the material will result in a loss, and the remaining unextracted virtual material will be destroyed. In this case, the player can choose to cancel the material extraction and instead continue to select more virtual materials in the material extraction interface to increase the total value of the target virtual material.

[0343] Figure 33 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 10 8, such as Figure 33 As shown, the second resource total value prompt interface displays asset prompt information, a re-extraction control, and a second confirmation extraction control. In response to a trigger operation on the re-extraction control or a cancellation operation on the second resource total value prompt interface, the resource extraction interface is redisplayed, allowing players to select more virtual resources in the resource extraction interface and increase the total value of the target virtual resources. In response to a trigger operation on the second confirmation extraction control, the game mode of the target game account is switched from the first game mode to the second game mode, and the target virtual resources are configured for the target game account in the second game mode.

[0344] The asset notification message can be something like, "The total value of the currently selected materials is 52,439, which is less than the total value of materials that can be extracted during the exercise period of 100,000. The materials that have not been extracted will be destroyed. Do you want to confirm the extraction of materials?" The re-extraction control can be a "re-extraction" control, and the second confirmation extraction control can be a "confirm extraction" control.

[0345] In an optional implementation, step S1502, in response to the extraction operation of the target virtual resource from the virtual resources, after controlling the switch of the game mode of the target game account from the first game mode to the second game mode, and configuring the target virtual resource for the target game account in the second game mode, the method may further include:

[0346] Delete all virtual resources other than the target virtual resources from the virtual resources obtained by the target game account through the first game mode.

[0347] In this embodiment, for the virtual resources acquired in the first game mode in the target game account, in response to the extraction operation of virtual resources in the resource extraction interface, after determining the target virtual resources to be extracted, in the second game mode, only the target virtual resources are configured in the target game account, while other virtual resources are deleted from the target game account, so as to prevent the target game account from having all the virtual resources acquired in the first game mode in the second game mode.

[0348] The game interaction method provided in the above embodiments, in the second game mode, only configures the target virtual resources in the target game account, while deleting other virtual resources from the target game account. On the one hand, this can prevent the target game account from having all the virtual resources acquired in the first game mode in the second game mode, ensuring that players still aim to collect more and better resources to improve their defense and attack capabilities in the in-game scenario of the second game mode, thus guaranteeing the excitement and challenge of the game. On the other hand, it can avoid the imbalance of virtual resources between the target game account and other game accounts, ensuring the fairness of the game.

[0349] In one possible implementation, after controlling the target game account to switch from the first game mode to the second game mode, the method may further include:

[0350] Destroy items that were successfully crafted in the preset item crafting scene but not configured to the target game account, item crafting queues, and virtual resources used for item crafting.

[0351] In this embodiment, the preset item crafting scenario is a crafting station provided to players in a safe gaming environment. Players can craft new game items in the crafting station using their existing virtual resources. Since other virtual resources are deleted after the target virtual resource is extracted from the resource extraction interface, to prevent players from placing virtual items acquired by the target game account in the crafting station to evade the deletion mechanism during resource extraction, it is necessary to destroy all successfully crafted but not configured items for the target game account, the item crafting queue, and the corresponding virtual resources used for item crafting in the item crafting queue when switching the target game account's game mode from the first game mode to the second game mode. The item crafting queue includes at least one item to be crafted, and the virtual resources used for item crafting are bound to the item to be crafted in the item crafting queue.

[0352] The game interaction method provided in the above embodiments ensures the fairness of the game by destroying items successfully manufactured in the preset item manufacturing scene but not configured to the target game account, the item manufacturing queue, and the virtual resources used for item manufacturing. This prevents players from obtaining items manufactured in the first game mode and virtual resources used for item manufacturing from the preset item manufacturing scene after the target game account switches to the second game mode.

[0353] In one possible implementation, after controlling the target game account to switch from the first game mode to the second game mode, the method may further include:

[0354] Delete the resource reward emails for the target game account in the first game mode.

[0355] In this embodiment, in the first game mode, the controlled virtual object can obtain system resource rewards by participating in game matches. The system resource rewards are sent to the target game account in the form of resource reward emails. The target game account obtains the rewarded resources from the resource reward emails. The virtual resources in the resource extraction interface also include the resources obtained by the target game account from the resource reward emails. In order to prevent players from saving the rewarded resources in the resource reward emails to be obtained after switching to the second game mode, thereby circumventing the deletion mechanism when extracting resources, it is necessary to delete the resource reward emails of the target game account in the first game mode when switching the target game account's game mode from the first game mode to the second game mode, and only retain system notification emails, fashion-related emails, etc.

[0356] The game interaction method provided in the above embodiments, after switching the game mode of the target game account from the first game mode to the second game mode, deletes the resource reward emails of the target game account in the first game mode. On the one hand, this prevents players from saving the resource reward emails to claim in the second game mode in order to evade the deletion mechanism for resource extraction. This ensures that players still have the goal of collecting more and better resources to improve their defense and attack capabilities in the in-game scene of the second game mode, thus guaranteeing the excitement and challenge of the game. On the other hand, it can avoid the imbalance of virtual resources between the target game account and other game accounts, thus ensuring the fairness of the game.

[0357] In one possible implementation, after controlling the target game account to switch from the first game mode to the second game mode, the method may further include:

[0358] If the target game account is in a preset game team, and the preset game team includes other game accounts in the first game mode, control the target game account to leave the preset game team.

[0359] In this embodiment, the target game provides a team-up function for each game account, but only game accounts in the same game mode can team up. That is, game accounts in the first game mode can team up, game accounts in the second game mode can team up, but game accounts in the first game mode and game accounts in the second game mode cannot team up.

[0360] Therefore, when the target game account is in the first game mode and forms a preset game team with other game accounts that are also in the first game mode, when the target game account switches its game mode from the first game mode to the second game mode, if there are other game accounts in the preset game team that are in the first game mode, the target game account is controlled to leave the preset game team.

[0361] After leaving the preset game team, the target game account can form a new game team with other game accounts in the second game mode to participate in game matches in the second game mode and experience a more exciting and challenging game.

[0362] The game interaction method provided in the above embodiments, after the target game account switches to the second game mode, if there are other game accounts in the first game mode in the game team where the target game account is located, the target game account is controlled to leave the game team. This avoids the target game account being unable to experience the gameplay of the second game mode after switching to the second game mode because there are other game accounts in the first game mode in the team. This ensures that players can experience more exciting and challenging games and improves the player's gaming experience.

[0363] Based on the same inventive concept, this application also provides a game interaction device corresponding to the game interaction method. Since the principle of the device in this application is similar to the game interaction method described above in this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0364] Figure 34 This is a schematic diagram of the structure of a game interaction device provided in an embodiment of this application. The device can be integrated into a terminal device. The terminal device provides a graphical user interface (GUI) that displays an out-of-game game scene after entering a target game through a target game account. The target game includes a first game mode.

[0365] like Figure 34 As shown, the device may include:

[0366] The display module 10 is used to control the display of an in-game game scene configured with controlled virtual objects in the graphical user interface when the target game account is in the first game mode, in response to the start command of the first game match. The controlled virtual objects are virtual objects corresponding to the target game account, and the controlled virtual objects are used to perform target game tasks in the in-game game scene.

[0367] The control module 20 is used to respond to the controlled virtual object failing to complete the target game task, control the controlled virtual object to end the first game match and configure the first virtual resources for the target game account. The first virtual resources include the virtual resources worn by the controlled virtual object when it ends the first game match.

[0368] In an optional implementation, the display module 10 is further configured to:

[0369] Display the out-of-game scene, the option to enter the second game mode, and the option to cancel on the graphical user interface;

[0370] In response to the selection of the cancel option, control the target game account to enter the first game mode.

[0371] In an optional implementation, the control module 20 is further configured to:

[0372] In response to the selection of an entry option, control the target game account to enter a second game mode;

[0373] When the target game account is in the second game mode, in response to the command to start the second game match, control the display of the in-game game scene with controlled virtual objects in the graphical user interface;

[0374] In response to the controlled virtual object failing to complete the target game task, the controlled virtual object is controlled to end the second game and no second virtual resources are configured for the target game account. The second virtual resources include the virtual resources worn by the controlled virtual object when it ends the second game.

[0375] In an optional implementation, the display module 10 is further configured to:

[0376] In response to the target game account's re-entry into the target game, the system displays an out-of-game scene, an option to enter the second game mode, and a message indicating that entry into the first game mode is prohibited on the graphical user interface.

[0377] In an optional implementation, the control module 20 is further configured to:

[0378] In response to the controlled virtual object failing to complete the target game task, the target game account is placed in the first game mode.

[0379] In an optional implementation, the control module 20 is further configured to:

[0380] If the target game account reaches the preset number of games played in the beginner's rounds, then the target game account will be placed in the first game mode.

[0381] In an optional embodiment, the device further includes:

[0382] The processing module 30 is used to respond to the acquisition operation of the third virtual resource in the game scene and place the third virtual resource in the resource container of the controlled virtual object.

[0383] Control module 20 is specifically used for:

[0384] In response to the controlled virtual object failing to complete the target game task, and the resource container being the first resource container, the controlled virtual object is controlled to end the first game session, and the first virtual resources and the virtual resources in the resource container are configured for the target game account, wherein the virtual resources in the resource container do not exceed the first preset capacity.

[0385] In an optional implementation, the control module 20 is specifically used for:

[0386] In response to the controlled virtual object failing to complete the target game task and the resource container being the second resource container, the controlled virtual object is controlled to end the first game session, and the first virtual resource is configured for the target game account, but the virtual resource in the resource container is not configured for the target game account.

[0387] In an optional embodiment, the device further includes:

[0388] Storage module 40 is used to store the status information of all virtual resources currently configured in the target game account.

[0389] In an optional implementation, the processing module 30 is further configured to:

[0390] Control the controlled virtual object to end the first game session and, if the first virtual resource includes consumable items, discard the consumable items and configure other items from the first virtual resource for the target game account.

[0391] In an optional implementation, the processing module 30 is further configured to:

[0392] In response to the configuration operation of the fourth virtual resource in the in-game scene, configure the wearable resources for the controlled virtual object.

[0393] In an optional implementation, the display module 10 is further configured to:

[0394] When a user enters the target game for the first time through the target game account, the user interface displays the rights and restrictions information of the first game mode, as well as the configuration resource container of the first game mode. The configuration resource container includes multiple initial virtual resources provided by the first game mode.

[0395] In an optional implementation, the processing module 30 is further configured to:

[0396] In response to the receiving operation of the configuration resource container, multiple initial virtual materials in the configuration resource container are extracted to the virtual warehouse, and the virtual materials in the virtual warehouse do not exceed the second preset capacity.

[0397] In response to the first configuration operation on virtual items in the virtual warehouse, the currently equipped items are configured for the controlled virtual object; the virtual items in the virtual warehouse include multiple initial virtual items; and / or,

[0398] In response to a first transfer operation on virtual goods in a virtual warehouse, transfer the first virtual goods to a first resource container; and / or,

[0399] In response to a second transfer operation of virtual materials in a virtual warehouse, a second virtual material is transferred to a second resource container; wherein, the virtual materials in the first resource container are permanently stored, and the virtual materials in the second resource container are virtual materials dynamically carried by a controlled virtual object, wherein the virtual materials in the first resource container do not exceed a first preset capacity.

[0400] In an optional implementation, the display module 10 is further configured to:

[0401] When a user enters the target game through the target game account for the first time, the user interface will display the rights and restrictions information for the first game mode.

[0402] In an optional implementation, the processing module 30 is further configured to:

[0403] In response to a second configuration operation on virtual resources in the virtual warehouse, the currently equipped resources are configured for the controlled virtual object. The virtual resources in the virtual warehouse do not exceed a second preset capacity. The virtual resources in the virtual warehouse include historical virtual resources collected by the controlled virtual object in the in-game game scene; and / or,

[0404] In response to a third transfer operation on virtual goods in the virtual warehouse, transfer the third virtual goods to the first resource container; and / or,

[0405] In response to the fourth transfer operation of virtual materials in the virtual warehouse, the fourth virtual material is transferred to the second resource container; wherein, the virtual materials in the first resource container are permanently stored, and the virtual materials in the second resource container are virtual materials dynamically carried by the controlled virtual object, wherein the virtual materials in the first resource container do not exceed the first preset capacity.

[0406] In an optional implementation, the processing module 30 is further configured to:

[0407] When the target game account is in the second game mode, reclaim the second preset capacity of space in the virtual warehouse.

[0408] In an optional embodiment, the device further includes:

[0409] The receiving module 50 is used to receive resource gift messages sent by other game accounts through the game platform;

[0410] Module 60 is used to respond to resource gifting messages and retrieve virtual resources gifted by other game accounts.

[0411] In an optional implementation, the control module 20 is specifically used for:

[0412] Receives a collaborative operation request sent by another game account through the game platform. The collaborative operation request includes the identifier of the other game account.

[0413] Determine whether other game accounts are in the first game mode based on their identifiers;

[0414] If other game accounts are in the first game mode, the cooperative operation request is accepted, and the in-game game scene after the cooperative operation is displayed in the graphical user interface.

[0415] In an optional implementation, the control module 20 is specifically used for:

[0416] In response to the command to start the first game match, display the current team list;

[0417] In response to a selection operation targeting at least one candidate virtual object in the current team list, a collaborative operation request is sent to the game account corresponding to the selected candidate virtual object;

[0418] After the game account corresponding to the selected virtual object accepts the collaborative operation request, the in-game game scene after collaboration is displayed in the graphical user interface, in which the game account corresponding to the virtual object is in the first game mode.

[0419] In an optional implementation, the control module 20 is specifically used for:

[0420] Display at least one gameplay type in the first game mode within the graphical user interface;

[0421] In response to the selection operation of the target gameplay type among the gameplay types, determine whether the target gameplay type is the gameplay type in the first game mode;

[0422] If it is a gameplay type in the first game mode, the in-game scene corresponding to the target gameplay type will be displayed in the graphical user interface.

[0423] In an optional implementation, the display module 10 is specifically used for:

[0424] If the gameplay type is in the first game mode and the target gameplay type is multiplayer mode, a preset number of virtual objects in the first game mode will be matched to form a team, and the in-game game scene corresponding to the target gameplay type will be displayed on the graphical user interface.

[0425] In an optional implementation, the display module 10 is specifically used for:

[0426] If the game type is not in the first game mode and the target game type is multiplayer mode, then a preset number of virtual objects in the first game mode and / or the second game mode will be matched to form a team, and the in-game game scene corresponding to the target game type will be displayed on the graphical user interface.

[0427] In an optional implementation, the display module 10 is further configured to:

[0428] When the target game account is in first game mode, display a first game mode indicator on the icon of the controlled virtual object.

[0429] In an optional implementation, the display module 10 is further configured to:

[0430] On the waiting screen for entering the first game match, a prompt message for the first game mode is displayed to instruct the controlled virtual object to retain the first virtual resource if it fails to achieve the target game task.

[0431] In an optional implementation, the processing module 40 is further configured to:

[0432] When the target game account is in the second game mode, grant the controlled virtual object game permissions in the second game mode. The permissions in the second game mode include one or more of the following: tournament permissions, trading permissions, team permissions, and gifting permissions.

[0433] In an optional implementation, the control module 20 is further configured to:

[0434] When the target game account meets the preset conditions for opening the second game mode, in response to the mode switching command for the second game mode, the target game account is controlled to switch from the first game mode to the second game mode so that the target game account can play the game in the second game mode;

[0435] The preset activation conditions include at least the following: when the target game account is in the first game mode, the controlled virtual object completes the target game task in the in-game game scene.

[0436] In an optional implementation, the display module 10 is further configured to:

[0437] The graphical user interface displays task information for tasks that are started under preset conditions. The task information includes: the identifier of each task and the progress of each task.

[0438] In an optional implementation, the control module 20 is specifically used for:

[0439] In response to the mode switching command for the second game mode, the virtual resources in the virtual warehouse are displayed on the graphical user interface;

[0440] In response to the extraction operation of the target virtual resource in the virtual resources, the control switches the game mode of the target game account from the first game mode to the second game mode, and configures the target virtual resource for the target game account in the second game mode.

[0441] In an optional implementation, the display module 10 is specifically used for:

[0442] If the asset data of virtual materials does not exceed the preset asset threshold, the selected information of virtual materials will be displayed on the graphical user interface to indicate that the virtual materials support full extraction.

[0443] In an optional implementation, the processing module 40 is further configured to:

[0444] If the asset data of virtual materials exceeds the preset asset threshold, in response to the material selection operation, the target virtual material is determined from the virtual materials based on the asset attributes of the virtual materials and the preset asset threshold.

[0445] In an optional implementation, the virtual resources include: virtual currency and virtual items; the processing module 40 is further configured to:

[0446] In response to a withdrawal operation of a target virtual currency in virtual currency and / or a target virtual item in virtual items, determine the asset data to be withdrawn;

[0447] If the extracted asset data is less than the preset asset threshold, then in response to the asset replenishment operation, additional virtual currency is determined from the virtual currency to make the re-determined extracted asset data equal to the preset asset threshold.

[0448] Identify supplementary virtual currency, target virtual currency, and / or virtual items as target virtual resources.

[0449] In an optional implementation, the display module 10 is further configured to:

[0450] If the asset data of the target virtual material does not exceed the preset asset threshold, an asset prompt message will be displayed on the graphical user interface to indicate that the asset data of the target virtual material has not reached the preset asset threshold.

[0451] In the game interaction device of this embodiment, the display module is used to control the display of an in-game game scene configured with controlled virtual objects on the graphical user interface in response to the start command of the first game match when the target game account is in the first game mode. The controlled virtual objects are virtual objects corresponding to the target game account and are used to perform target game tasks in the in-game game scene. The control module is used to control the controlled virtual objects to end the first game match and configure first virtual resources for the target game account in response to the controlled virtual objects failing to complete the target game tasks. The first virtual resources include virtual resources worn by the controlled virtual objects when the first game match ends. Configuring first virtual resources for the target game account when the target game task is not completed in the first game mode improves player retention.

[0452] Figure 35This is a schematic diagram of the structure of the terminal device provided in the embodiments of this application, such as... Figure 35 As shown, the device may include: a processor 70, a memory 80, and a bus 90. The memory 80 stores machine-readable instructions executable by the processor 70. When the terminal device is running, the processor 70 communicates with the memory 80 via the bus 90, and the processor 70 executes the machine-readable instructions to perform the following steps:

[0453] When the target game account is in the first game mode, in response to the command to start the first game match, the system controls the display of the in-game game scene with the controlled virtual object configured in the graphical user interface. The controlled virtual object is the virtual object corresponding to the target game account and is used to perform the target game task in the in-game game scene.

[0454] In response to the controlled virtual object failing to complete the target game task, the controlled virtual object is controlled to end the first game match and the target game account is configured with the first virtual resources, which include the virtual resources worn by the controlled virtual object when the first game match ends.

[0455] In an optional implementation, the target game further includes a second game mode, which, in response to an initiation command for the first game match, controls the display of an in-game game scene configured with controlled virtual objects in the graphical user interface before the method further includes:

[0456] Display the out-of-game scene, the option to enter the second game mode, and the option to cancel on the graphical user interface;

[0457] In response to the selection of the cancel option, control the target game account to enter the first game mode.

[0458] In an optional implementation, the method further includes:

[0459] In response to the selection of an entry option, control the target game account to enter a second game mode;

[0460] When the target game account is in the second game mode, in response to the command to start the second game match, control the display of the in-game game scene with controlled virtual objects in the graphical user interface;

[0461] In response to the controlled virtual object failing to complete the target game task, the controlled virtual object is controlled to end the second game and no second virtual resources are configured for the target game account. The second virtual resources include the virtual resources worn by the controlled virtual object when it ends the second game.

[0462] In an alternative implementation, after controlling the target game account to enter a second game mode in response to a selection operation for an entry option, the method further includes:

[0463] In response to the target game account's re-entry into the target game, the system displays an out-of-game scene, an option to enter the second game mode, and a message indicating that entry into the first game mode is prohibited on the graphical user interface.

[0464] In an optional implementation, when the target game account is in a first game mode, in response to a command to start a first game match, before the graphical user interface displays the in-game game scene configured with controlled virtual objects, the method further includes:

[0465] In response to the controlled virtual object failing to complete the target game task, the target game account is placed in the first game mode.

[0466] In an optional implementation, when the target game account is in a first game mode, in response to a command to start a first game match, before the graphical user interface displays the in-game game scene configured with controlled virtual objects, the method further includes:

[0467] If the target game account reaches the preset number of games played in the beginner's rounds, then the target game account will be placed in the first game mode.

[0468] In an optional implementation, the method further includes:

[0469] In response to an operation to acquire a third virtual resource in the in-game scene, the third virtual resource is placed in the resource container of the controlled virtual object;

[0470] In response to the controlled virtual object failing to complete the target game task, control the controlled virtual object to end the first game session and configure the first virtual resource for the target game account, including:

[0471] In response to the controlled virtual object failing to complete the target game task, and the resource container being the first resource container, the controlled virtual object is controlled to end the first game session, and the first virtual resources and the virtual resources in the resource container are configured for the target game account, wherein the virtual resources in the resource container do not exceed the first preset capacity.

[0472] In an optional implementation, in response to the controlled virtual object failing to complete the target game task, the controlled virtual object is controlled to end the first game session and the first virtual resource is configured for the target game account, including:

[0473] In response to the controlled virtual object failing to complete the target game task and the resource container being the second resource container, the controlled virtual object is controlled to end the first game session, and the first virtual resource is configured for the target game account, but the virtual resource in the resource container is not configured for the target game account.

[0474] In an optional implementation, after controlling the controlled virtual object to end the first game session and configuring the first virtual resource for the target game account in response to the controlled virtual object failing to complete the target game task, the method further includes:

[0475] Stores the status information of all virtual resources currently configured in the target game account.

[0476] In an optional implementation, controlling the controlled virtual object to end the first game match and configuring the first virtual resource for the target game account includes:

[0477] Control the controlled virtual object to end the first game session and, if the first virtual resource includes consumable items, discard the consumable items and configure other items from the first virtual resource for the target game account.

[0478] In an optional implementation, the method further includes:

[0479] In response to the configuration operation of the fourth virtual resource in the in-game scene, configure the wearable resources for the controlled virtual object.

[0480] In an optional implementation, the method further includes:

[0481] When a user enters the target game for the first time through the target game account, the user interface displays the rights and restrictions information of the first game mode, as well as the configuration resource container of the first game mode. The configuration resource container includes multiple initial virtual resources provided by the first game mode.

[0482] In an optional implementation, the method further includes:

[0483] In response to the receiving operation of the configuration resource container, multiple initial virtual materials in the configuration resource container are extracted to the virtual warehouse, and the virtual materials in the virtual warehouse do not exceed the second preset capacity.

[0484] In response to the first configuration operation on virtual items in the virtual warehouse, the currently equipped items are configured for the controlled virtual object; the virtual items in the virtual warehouse include multiple initial virtual items; and / or,

[0485] In response to a first transfer operation on virtual goods in a virtual warehouse, transfer the first virtual goods to a first resource container; and / or,

[0486] In response to a second transfer operation of virtual materials in a virtual warehouse, a second virtual material is transferred to a second resource container; wherein, the virtual materials in the first resource container are permanently stored, and the virtual materials in the second resource container are virtual materials dynamically carried by a controlled virtual object, wherein the virtual materials in the first resource container do not exceed a first preset capacity.

[0487] In an optional implementation, the method further includes:

[0488] When a user enters the target game through the target game account for the first time, the user interface will display the rights and restrictions information for the first game mode.

[0489] In an optional implementation, the method further includes:

[0490] In response to a second configuration operation on virtual resources in the virtual warehouse, the currently equipped resources are configured for the controlled virtual object. The virtual resources in the virtual warehouse do not exceed a second preset capacity. The virtual resources in the virtual warehouse include historical virtual resources collected by the controlled virtual object in the in-game game scene; and / or,

[0491] In response to a third transfer operation on virtual goods in the virtual warehouse, transfer the third virtual goods to the first resource container; and / or,

[0492] In response to the fourth transfer operation of virtual materials in the virtual warehouse, the fourth virtual material is transferred to the second resource container; wherein, the virtual materials in the first resource container are permanently stored, and the virtual materials in the second resource container are virtual materials dynamically carried by the controlled virtual object, wherein the virtual materials in the first resource container do not exceed the first preset capacity.

[0493] In an optional implementation, the method further includes:

[0494] When the target game account is in the second game mode, reclaim the second preset capacity of space in the virtual warehouse.

[0495] In an optional implementation, the method further includes:

[0496] Receive resource gift messages sent by other game accounts through the game platform;

[0497] In response to resource donation messages, obtain virtual resources donated by other game accounts.

[0498] In an optional implementation, in response to a game start command, controlling the display of an in-game game scene configured with controlled virtual objects on a graphical user interface includes:

[0499] Receives a collaborative operation request sent by another game account through the game platform. The collaborative operation request includes the identifier of the other game account.

[0500] Determine whether other game accounts are in the first game mode based on their identifiers;

[0501] If other game accounts are in the first game mode, the cooperative operation request is accepted, and the in-game game scene after the cooperative operation is displayed in the graphical user interface.

[0502] In an optional implementation, in response to a game start command, controlling the display of an in-game game scene configured with controlled virtual objects on a graphical user interface includes:

[0503] In response to the command to start the first game match, display the current team list;

[0504] In response to a selection operation targeting at least one candidate virtual object in the current team list, a collaborative operation request is sent to the game account corresponding to the selected candidate virtual object;

[0505] After the game account corresponding to the selected virtual object accepts the collaborative operation request, the in-game game scene after collaboration is displayed in the graphical user interface, in which the game account corresponding to the virtual object is in the first game mode.

[0506] In an optional implementation, in response to a game start command, controlling the display of an in-game game scene configured with controlled virtual objects on a graphical user interface includes:

[0507] Display at least one gameplay type in the first game mode within the graphical user interface;

[0508] In response to the selection operation of the target gameplay type among the gameplay types, determine whether the target gameplay type is the gameplay type in the first game mode;

[0509] If it is a gameplay type in the first game mode, the in-game scene corresponding to the target gameplay type will be displayed in the graphical user interface.

[0510] In an optional implementation, if it is a gameplay type within the first game mode, the in-game scene corresponding to the target gameplay type is displayed on the graphical user interface, including:

[0511] If the gameplay type is in the first game mode and the target gameplay type is multiplayer mode, a preset number of virtual objects in the first game mode will be matched to form a team, and the in-game game scene corresponding to the target gameplay type will be displayed on the graphical user interface.

[0512] In an optional implementation, in response to a game start command, controlling the display of an in-game game scene configured with controlled virtual objects on a graphical user interface further includes:

[0513] If the game type is not in the first game mode and the target game type is multiplayer mode, then a preset number of virtual objects in the first game mode and / or the second game mode will be matched to form a team, and the in-game game scene corresponding to the target game type will be displayed on the graphical user interface.

[0514] In an optional implementation, the method further includes:

[0515] When the target game account is in first game mode, display a first game mode indicator on the icon of the controlled virtual object.

[0516] In an alternative implementation, the control further includes, before displaying the in-game scene configured with the controlled virtual objects in the graphical user interface:

[0517] On the waiting screen for entering the first game match, a prompt message for the first game mode is displayed to instruct the controlled virtual object to retain the first virtual resource if it fails to achieve the target game task.

[0518] In an optional implementation, the method further includes:

[0519] When the target game account is in the second game mode, grant the controlled virtual object game permissions in the second game mode. The permissions in the second game mode include one or more of the following: tournament permissions, trading permissions, team permissions, and gifting permissions.

[0520] In an optional implementation, the method further includes:

[0521] When the target game account meets the preset conditions for opening the second game mode, in response to the mode switching command for the second game mode, the target game account is controlled to switch from the first game mode to the second game mode so that the target game account can play the game in the second game mode;

[0522] The preset activation conditions include at least the following: when the target game account is in the first game mode, the controlled virtual object completes the target game task in the in-game game scene.

[0523] In an optional implementation, the method further includes:

[0524] The graphical user interface displays task information for tasks that are started under preset conditions. The task information includes: the identifier of each task and the progress of each task.

[0525] In an optional implementation, in response to a mode switching command for a second game mode, controlling the target game account to switch from a first game mode to a second game mode includes:

[0526] In response to the mode switching command for the second game mode, the virtual resources in the virtual warehouse are displayed on the graphical user interface;

[0527] In response to the extraction operation of the target virtual resource in the virtual resources, the control switches the game mode of the target game account from the first game mode to the second game mode, and configures the target virtual resource for the target game account in the second game mode.

[0528] In an optional implementation, the method further includes:

[0529] If the asset data of virtual materials does not exceed the preset asset threshold, the selected information of virtual materials will be displayed on the graphical user interface to indicate that the virtual materials support full extraction.

[0530] In an optional implementation, the method further includes:

[0531] If the asset data of virtual materials exceeds the preset asset threshold, in response to the material selection operation, the target virtual material is determined from the virtual materials based on the asset attributes of the virtual materials and the preset asset threshold.

[0532] In an optional implementation, virtual resources include: virtual currency and virtual items; the method further includes:

[0533] In response to a withdrawal operation of a target virtual currency in virtual currency and / or a target virtual item in virtual items, determine the asset data to be withdrawn;

[0534] If the extracted asset data is less than the preset asset threshold, then in response to the asset replenishment operation, additional virtual currency is determined from the virtual currency to make the re-determined extracted asset data equal to the preset asset threshold.

[0535] Identify supplementary virtual currency, target virtual currency, and / or virtual items as target virtual resources.

[0536] In an optional implementation, the method further includes:

[0537] If the asset data of the target virtual material does not exceed the preset asset threshold, an asset prompt message will be displayed on the graphical user interface to indicate that the asset data of the target virtual material has not reached the preset asset threshold.

[0538] In the terminal device of this embodiment, the processor executes machine-readable instructions to control the display of an in-game game scene configured with a controlled virtual object on the graphical user interface when the target game account is in the first game mode, in response to the start instruction of the first game match. The controlled virtual object is a virtual object corresponding to the target game account, used to perform a target game task in the in-game game scene. In response to the controlled virtual object failing to complete the target game task, the processor controls the controlled virtual object to end the first game match and configures a first set of virtual resources for the target game account. The first set of virtual resources includes virtual items worn by the controlled virtual object when ending the first game match. Configuring the first set of virtual resources for the target game account when the target game task is not completed in the first game mode improves player retention and user experience, avoids hardware idling, and improves resource utilization.

[0539] This application embodiment also provides a computer-readable storage medium storing a computer program, which is executed by a processor, and the processor performs the following steps:

[0540] When the target game account is in the first game mode, in response to the command to start the first game match, the system controls the display of the in-game game scene with the controlled virtual object configured in the graphical user interface. The controlled virtual object is the virtual object corresponding to the target game account and is used to perform the target game task in the in-game game scene.

[0541] In response to the controlled virtual object failing to complete the target game task, the controlled virtual object is controlled to end the first game match and the target game account is configured with the first virtual resources, which include the virtual resources worn by the controlled virtual object when the first game match ends.

[0542] In an optional implementation, the target game further includes a second game mode, which, in response to an initiation command for the first game match, controls the display of an in-game game scene configured with controlled virtual objects in the graphical user interface before the method further includes:

[0543] Display the out-of-game scene, the option to enter the second game mode, and the option to cancel on the graphical user interface;

[0544] In response to the selection of the cancel option, control the target game account to enter the first game mode.

[0545] In an optional implementation, the method further includes:

[0546] In response to the selection of an entry option, control the target game account to enter a second game mode;

[0547] When the target game account is in the second game mode, in response to the command to start the second game match, control the display of the in-game game scene with controlled virtual objects in the graphical user interface;

[0548] In response to the controlled virtual object failing to complete the target game task, the controlled virtual object is controlled to end the second game and no second virtual resources are configured for the target game account. The second virtual resources include the virtual resources worn by the controlled virtual object when it ends the second game.

[0549] In an alternative implementation, after controlling the target game account to enter a second game mode in response to a selection operation for an entry option, the method further includes:

[0550] In response to the target game account's re-entry into the target game, the system displays an out-of-game scene, an option to enter the second game mode, and a message indicating that entry into the first game mode is prohibited on the graphical user interface.

[0551] In an optional implementation, when the target game account is in a first game mode, in response to a command to start a first game match, before the graphical user interface displays the in-game game scene configured with controlled virtual objects, the method further includes:

[0552] In response to the controlled virtual object failing to complete the target game task, the target game account is placed in the first game mode.

[0553] In an optional implementation, when the target game account is in a first game mode, in response to a command to start a first game match, before the graphical user interface displays the in-game game scene configured with controlled virtual objects, the method further includes:

[0554] If the target game account reaches the preset number of games played in the beginner's rounds, then the target game account will be placed in the first game mode.

[0555] In an optional implementation, the method further includes:

[0556] In response to an operation to acquire a third virtual resource in the in-game scene, the third virtual resource is placed in the resource container of the controlled virtual object;

[0557] In response to the controlled virtual object failing to complete the target game task, control the controlled virtual object to end the first game session and configure the first virtual resource for the target game account, including:

[0558] In response to the controlled virtual object failing to complete the target game task, and the resource container being the first resource container, the controlled virtual object is controlled to end the first game session, and the first virtual resources and the virtual resources in the resource container are configured for the target game account, wherein the virtual resources in the resource container do not exceed the first preset capacity.

[0559] In an optional implementation, in response to the controlled virtual object failing to complete the target game task, the controlled virtual object is controlled to end the first game session and the first virtual resource is configured for the target game account, including:

[0560] In response to the controlled virtual object failing to complete the target game task and the resource container being the second resource container, the controlled virtual object is controlled to end the first game session, and the first virtual resource is configured for the target game account, but the virtual resource in the resource container is not configured for the target game account.

[0561] In an optional implementation, after controlling the controlled virtual object to end the first game session and configuring the first virtual resource for the target game account in response to the controlled virtual object failing to complete the target game task, the method further includes:

[0562] Stores the status information of all virtual resources currently configured in the target game account.

[0563] In an optional implementation, controlling the controlled virtual object to end the first game match and configuring the first virtual resource for the target game account includes:

[0564] Control the controlled virtual object to end the first game session and, if the first virtual resource includes consumable items, discard the consumable items and configure other items from the first virtual resource for the target game account.

[0565] In an optional implementation, the method further includes:

[0566] In response to the configuration operation of the fourth virtual resource in the in-game scene, configure the wearable resources for the controlled virtual object.

[0567] In an optional implementation, the method further includes:

[0568] When a user enters the target game for the first time through the target game account, the user interface displays the rights and restrictions information of the first game mode, as well as the configuration resource container of the first game mode. The configuration resource container includes multiple initial virtual resources provided by the first game mode.

[0569] In an optional implementation, the method further includes:

[0570] In response to the receiving operation of the configuration resource container, multiple initial virtual materials in the configuration resource container are extracted to the virtual warehouse, and the virtual materials in the virtual warehouse do not exceed the second preset capacity.

[0571] In response to the first configuration operation on virtual items in the virtual warehouse, the currently equipped items are configured for the controlled virtual object; the virtual items in the virtual warehouse include multiple initial virtual items; and / or,

[0572] In response to a first transfer operation on virtual goods in a virtual warehouse, transfer the first virtual goods to a first resource container; and / or,

[0573] In response to a second transfer operation of virtual materials in a virtual warehouse, a second virtual material is transferred to a second resource container; wherein, the virtual materials in the first resource container are permanently stored, and the virtual materials in the second resource container are virtual materials dynamically carried by a controlled virtual object, wherein the virtual materials in the first resource container do not exceed a first preset capacity.

[0574] In an optional implementation, the method further includes:

[0575] When a user enters the target game through the target game account for the first time, the user interface will display the rights and restrictions information for the first game mode.

[0576] In an optional implementation, the method further includes:

[0577] In response to a second configuration operation on virtual resources in the virtual warehouse, the currently equipped resources are configured for the controlled virtual object. The virtual resources in the virtual warehouse do not exceed a second preset capacity. The virtual resources in the virtual warehouse include historical virtual resources collected by the controlled virtual object in the in-game game scene; and / or,

[0578] In response to a third transfer operation on virtual goods in the virtual warehouse, transfer the third virtual goods to the first resource container; and / or,

[0579] In response to the fourth transfer operation of virtual materials in the virtual warehouse, the fourth virtual material is transferred to the second resource container; wherein, the virtual materials in the first resource container are permanently stored, and the virtual materials in the second resource container are virtual materials dynamically carried by the controlled virtual object, wherein the virtual materials in the first resource container do not exceed the first preset capacity.

[0580] In an optional implementation, the method further includes:

[0581] When the target game account is in the second game mode, reclaim the second preset capacity of space in the virtual warehouse.

[0582] In an optional implementation, the method further includes:

[0583] Receive resource gift messages sent by other game accounts through the game platform;

[0584] In response to resource donation messages, obtain virtual resources donated by other game accounts.

[0585] In an optional implementation, in response to a game start command, controlling the display of an in-game game scene configured with controlled virtual objects on a graphical user interface includes:

[0586] Receives a collaborative operation request sent by another game account through the game platform. The collaborative operation request includes the identifier of the other game account.

[0587] Determine whether other game accounts are in the first game mode based on their identifiers;

[0588] If other game accounts are in the first game mode, the cooperative operation request is accepted, and the in-game game scene after the cooperative operation is displayed in the graphical user interface.

[0589] In an optional implementation, in response to a game start command, controlling the display of an in-game game scene configured with controlled virtual objects on a graphical user interface includes:

[0590] In response to the command to start the first game match, display the current team list;

[0591] In response to a selection operation targeting at least one candidate virtual object in the current team list, a collaborative operation request is sent to the game account corresponding to the selected candidate virtual object;

[0592] After the game account corresponding to the selected virtual object accepts the collaborative operation request, the in-game game scene after collaboration is displayed in the graphical user interface, in which the game account corresponding to the virtual object is in the first game mode.

[0593] In an optional implementation, in response to a game start command, controlling the display of an in-game game scene configured with controlled virtual objects on a graphical user interface includes:

[0594] Display at least one gameplay type in the first game mode within the graphical user interface;

[0595] In response to the selection operation of the target gameplay type among the gameplay types, determine whether the target gameplay type is the gameplay type in the first game mode;

[0596] If it is a gameplay type in the first game mode, the in-game scene corresponding to the target gameplay type will be displayed in the graphical user interface.

[0597] In an optional implementation, if it is a gameplay type within the first game mode, the in-game scene corresponding to the target gameplay type is displayed on the graphical user interface, including:

[0598] If the gameplay type is in the first game mode and the target gameplay type is multiplayer mode, a preset number of virtual objects in the first game mode will be matched to form a team, and the in-game game scene corresponding to the target gameplay type will be displayed on the graphical user interface.

[0599] In an optional implementation, in response to a game start command, controlling the display of an in-game game scene configured with controlled virtual objects on a graphical user interface further includes:

[0600] If the game type is not in the first game mode and the target game type is multiplayer mode, then a preset number of virtual objects in the first game mode and / or the second game mode will be matched to form a team, and the in-game game scene corresponding to the target game type will be displayed on the graphical user interface.

[0601] In an optional implementation, the method further includes:

[0602] When the target game account is in first game mode, display a first game mode indicator on the icon of the controlled virtual object.

[0603] In an alternative implementation, the control further includes, before displaying the in-game scene configured with the controlled virtual objects in the graphical user interface:

[0604] On the waiting screen for entering the first game match, a prompt message for the first game mode is displayed to instruct the controlled virtual object to retain the first virtual resource if it fails to achieve the target game task.

[0605] In an optional implementation, the method further includes:

[0606] When the target game account is in the second game mode, grant the controlled virtual object game permissions in the second game mode. The permissions in the second game mode include one or more of the following: tournament permissions, trading permissions, team permissions, and gifting permissions.

[0607] In an optional implementation, the method further includes:

[0608] When the target game account meets the preset conditions for opening the second game mode, in response to the mode switching command for the second game mode, the target game account is controlled to switch from the first game mode to the second game mode so that the target game account can play the game in the second game mode;

[0609] The preset activation conditions include at least the following: when the target game account is in the first game mode, the controlled virtual object completes the target game task in the in-game game scene.

[0610] In an optional implementation, the method further includes:

[0611] The graphical user interface displays task information for tasks that are started under preset conditions. The task information includes: the identifier of each task and the progress of each task.

[0612] In an optional implementation, in response to a mode switching command for a second game mode, controlling the target game account to switch from a first game mode to a second game mode includes:

[0613] In response to the mode switching command for the second game mode, the virtual resources in the virtual warehouse are displayed on the graphical user interface;

[0614] In response to the extraction operation of the target virtual resource in the virtual resources, the control switches the game mode of the target game account from the first game mode to the second game mode, and configures the target virtual resource for the target game account in the second game mode.

[0615] In an optional implementation, the method further includes:

[0616] If the asset data of virtual materials does not exceed the preset asset threshold, the selected information of virtual materials will be displayed on the graphical user interface to indicate that the virtual materials support full extraction.

[0617] In an optional implementation, the method further includes:

[0618] If the asset data of virtual materials exceeds the preset asset threshold, in response to the material selection operation, the target virtual material is determined from the virtual materials based on the asset attributes of the virtual materials and the preset asset threshold.

[0619] In an optional implementation, virtual resources include: virtual currency and virtual items; the method further includes:

[0620] In response to a withdrawal operation of a target virtual currency in virtual currency and / or a target virtual item in virtual items, determine the asset data to be withdrawn;

[0621] If the extracted asset data is less than the preset asset threshold, then in response to the asset replenishment operation, additional virtual currency is determined from the virtual currency to make the re-determined extracted asset data equal to the preset asset threshold.

[0622] Identify supplementary virtual currency, target virtual currency, and / or virtual items as target virtual resources.

[0623] In an optional implementation, the method further includes:

[0624] If the asset data of the target virtual material does not exceed the preset asset threshold, an asset prompt message will be displayed on the graphical user interface to indicate that the asset data of the target virtual material has not reached the preset asset threshold.

[0625] In the computer-readable storage medium of this embodiment, when a computer program is executed by a processor, and the target game account is in a first game mode, in response to the command to start a first game match, the program controls the display of an in-game game scene configured with controlled virtual objects on a graphical user interface. The controlled virtual objects are virtual objects corresponding to the target game account, and these controlled virtual objects are used to perform target game tasks within the in-game game scene. In response to the controlled virtual object failing to complete the target game task, the program controls the controlled virtual object to end the first game match and configures first virtual resources for the target game account. The first virtual resources include virtual resources worn by the controlled virtual object when ending the first game match. Configuring first virtual resources for the target game account when the target game task is not completed in the first game mode improves player retention and user experience, avoids hardware idling, and improves resource utilization.

[0626] In this embodiment, the computer program, when run by the processor, can also execute other machine-readable instructions to perform other methods as described in the embodiments. For details on the specific execution steps and principles, please refer to the description of the embodiments, which will not be repeated here.

[0627] In the embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the displayed or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0628] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0629] In addition, the functional units in the embodiments provided in this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0630] 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 this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. 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.

[0631] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application 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, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application; 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 this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be determined by the protection scope of the claims.

Claims

1. A game interaction method, characterized in that, A graphical user interface is provided through a terminal device, the graphical user interface displaying an out-of-game game scene presented after entering a target game through a target game account, the target game including a first game mode, the method comprising: When the target game account is in the first game mode, in response to the command to start the first game match, the system controls the display of an in-game game scene configured with controlled virtual objects on the graphical user interface. The controlled virtual objects are virtual objects corresponding to the target game account. The controlled virtual objects are used to perform target game tasks in the in-game game scene. The target game tasks are used to instruct the controlled virtual objects to collect virtual resources in the in-game game scene and successfully exit the in-game match at a preset location point in the in-game game scene within a preset time. In response to the controlled virtual object failing to complete the target game task, the controlled virtual object is controlled to end the first game match and the first virtual resource is configured for the target game account. The first virtual resource includes the virtual resource worn by the controlled virtual object when it ends the first game match. The controlled virtual object failing to complete the target game task includes: the controlled virtual object failing to exit the first game match through the preset location point within the preset time; When the target game account is in the first game mode, in response to the command to start the first game match, before the graphical user interface displays the in-game game scene configured with controlled virtual objects, the method further includes: In response to the controlled virtual object failing to complete the target game task, the target game account is controlled to be in the first game mode; or If the target game account reaches a preset number of games played in the beginner's rounds, then the target game account is controlled to be in the first game mode.

2. The method according to claim 1, characterized in that, The target game further includes a second game mode, and the method, which responds to the start command of the first game match and controls the display of the in-game game scene configured with controlled virtual objects on the graphical user interface, further includes: The out-of-game scenario, the option to enter the second game mode, and the option to cancel the game mode are displayed on the graphical user interface; In response to the selection of the cancel option, the target game account is controlled to be in the first game mode.

3. The method according to claim 2, characterized in that, The method further includes: In response to a selection operation for the entry option, the target game account is controlled to be in the second game mode; When the target game account is in the second game mode, in response to the command to start the second game match, the game scene with the controlled virtual object is displayed on the graphical user interface. In response to the controlled virtual object failing to complete the target game task, the controlled virtual object is controlled to end the second game match and the second virtual resource is not configured for the target game account. The second virtual resource includes the virtual resource worn by the controlled virtual object when it ends the second game match.

4. The method according to claim 3, characterized in that, After controlling the target game account to be in the second game mode in response to the selection operation of the entry option, the method further includes: In response to the target game account's re-entry into the target game, the out-of-game game scene, the option to enter the second game mode, and the information indicating that entry into the first game mode is prohibited are displayed on the graphical user interface.

5. The method according to claim 1, characterized in that, The method further includes: In response to an operation to acquire a third virtual resource in the in-game scenario, the third virtual resource is placed in the resource container of the controlled virtual object; The step of responding to the controlled virtual object failing to complete the target game task, controlling the controlled virtual object to end the first game match and configuring the first virtual resource for the target game account, includes: In response to the controlled virtual object failing to complete the target game task, and the resource container being a first resource container, the controlled virtual object is controlled to end the first game match, and the first virtual resources and the virtual resources in the resource container are configured for the target game account, wherein the virtual resources in the resource container do not exceed a first preset capacity.

6. The method according to claim 5, characterized in that, The step of responding to the controlled virtual object failing to complete the target game task, controlling the controlled virtual object to end the first game match and configuring the first virtual resource for the target game account, includes: In response to the controlled virtual object failing to complete the target game task and the resource container being a second resource container, the controlled virtual object is controlled to end the first game match, and the first virtual resources are configured for the target game account, but the virtual resources in the resource container are not configured for the target game account.

7. The method according to claim 1, characterized in that, After responding to the controlled virtual object failing to complete the target game task, controlling the controlled virtual object to end the first game match and configuring the first virtual resources for the target game account, the method further includes: Store the status information of all virtual resources currently configured in the target game account.

8. The method according to claim 1, characterized in that, The step of controlling the controlled virtual object to end the first game match and configuring the first virtual resources for the target game account includes: The controlled virtual object ends the first game session, and when the first virtual resources include consumable items, the consumable items are discarded, and other items from the first virtual resources are configured for the target game account.

9. The method according to claim 1, characterized in that, The method further includes: In response to the configuration operation of the fourth virtual resource in the in-game scene, the controlled virtual object is configured with wearable resources.

10. The method according to claim 1, characterized in that, The method further includes: When the target game is accessed for the first time through the target game account, the rights and restrictions information of the first game mode and the configuration resource container of the first game mode are displayed on the graphical user interface. The configuration resource container includes multiple initial virtual resources provided by the first game mode.

11. The method according to claim 10, characterized in that, The method further includes: In response to the receiving operation of the configuration resource container, multiple initial virtual materials in the configuration resource container are extracted to a virtual warehouse, wherein the virtual materials in the virtual warehouse do not exceed a second preset capacity; In response to a first configuration operation on virtual materials in the virtual warehouse, currently worn materials are configured for the controlled virtual object, wherein the virtual materials in the virtual warehouse include the plurality of initial virtual materials; and / or, In response to a first transfer operation on virtual materials in the virtual warehouse, a first virtual material is transferred to a first resource container; and / or, In response to a second transfer operation on virtual materials in the virtual warehouse, a second virtual material is transferred to a second resource container; wherein the virtual materials in the first resource container are permanently stored, and the virtual materials in the second resource container are virtual materials dynamically carried by the controlled virtual object, wherein the virtual materials in the first resource container do not exceed a first preset capacity.

12. The method according to claim 1, characterized in that, The method further includes: When the target game account enters the target game for the first time, the rights and restrictions information of the first game mode are displayed in the graphical user interface.

13. The method according to claim 12, characterized in that, The method further includes: In response to a second configuration operation on virtual resources in the virtual warehouse, currently equipped resources are configured for the controlled virtual object. The virtual resources in the virtual warehouse do not exceed a second preset capacity. The virtual resources in the virtual warehouse include historical virtual resources collected by the controlled virtual object in the in-game scene; and / or, In response to a third transfer operation on virtual materials in the virtual warehouse, a third virtual material is transferred to the first resource container; and / or, In response to a fourth transfer operation on virtual materials in the virtual warehouse, a fourth virtual material is transferred to a second resource container; wherein, the virtual materials in the first resource container are permanently stored, and the virtual materials in the second resource container are virtual materials dynamically carried by the controlled virtual object, and the virtual materials in the first resource container do not exceed a first preset capacity.

14. The method according to claim 11 or 13, characterized in that, The method further includes: When the target game account is in the second game mode, the space of the second preset capacity of the virtual warehouse is reclaimed.

15. The method according to claim 1, characterized in that, The method further includes: Receive resource gift messages sent by other game accounts through the game platform; In response to the resource donation message, obtain the virtual resources donated by the other game accounts.

16. The method according to claim 1, characterized in that, The step of responding to a first game match start command by controlling the display of an in-game game scene configured with controlled virtual objects on the graphical user interface includes: The system receives a collaborative operation request sent by another game account through the game platform, the collaborative operation request including the identifier of the other game account; Based on the identifiers of the other game accounts, determine whether the other game accounts are in the first game mode; If the other game account is in the first game mode, the collaborative operation request is accepted, and the in-game game scene after collaboration is displayed in the graphical user interface.

17. The method according to claim 1, characterized in that, The step of responding to a first game match start command by controlling the display of an in-game game scene configured with controlled virtual objects on the graphical user interface includes: In response to the first game start command, the current team list is displayed; In response to a selection operation for the identifier of at least one candidate virtual object in the current team list, a collaborative operation request is sent to the game account corresponding to the selected candidate virtual object; After the game account corresponding to the selected virtual object accepts the collaborative operation request, the in-game game scene after collaboration is displayed in the graphical user interface, wherein the game account corresponding to the virtual object is in the first game mode.

18. The method according to claim 1, characterized in that, The step of responding to a first game match start command by controlling the display of an in-game game scene configured with controlled virtual objects on the graphical user interface includes: The graphical user interface displays at least one gameplay type within the first game mode; In response to the selection operation of the target gameplay type among the gameplay types, it is determined whether the target gameplay type is a gameplay type in the first game mode; If it is a gameplay type within the first game mode, then the in-game scene corresponding to the target gameplay type is displayed on the graphical user interface.

19. The method according to claim 18, characterized in that, If the game type is within the first game mode, then the in-game scene corresponding to the target game type is displayed on the graphical user interface, including: If the gameplay type is within the first game mode and the target gameplay type is a multiplayer mode, a preset number of virtual objects in the first game mode are matched to form a team, and the in-game game scene corresponding to the target gameplay type is displayed in the graphical user interface.

20. The method according to claim 18, characterized in that, The step of responding to the first game match start command and controlling the display of the in-game game scene configured with controlled virtual objects on the graphical user interface further includes: If the target gameplay type is not a game type under the first game mode and is a multiplayer mode, then a preset number of virtual objects in the first game mode and / or the second game mode are matched to form a team, and the in-game game scene corresponding to the target gameplay type is displayed on the graphical user interface.

21. The method according to claim 1, characterized in that, The method further includes: When the target game account is in the first game mode, the identifier of the first game mode is displayed on the icon of the controlled virtual object.

22. The method according to claim 1, characterized in that, The control, prior to the display of the in-game scene with the controlled virtual objects in the graphical user interface, further includes: On the waiting screen for entering the first game match, a prompt message for the first game mode is displayed to indicate that the first virtual resources should be retained if the controlled virtual object fails to achieve the target game task.

23. The method according to claim 2, characterized in that, The method further includes: When the target game account is in the second game mode, the game permissions in the second game mode are activated to the controlled virtual object. The permissions in the second game mode include one or more of the following: tournament permissions, transaction permissions, team permissions, and gifting permissions.

24. The method according to claim 1, characterized in that, The method further includes: When the target game account meets the preset activation conditions of the second game mode, in response to the mode switching command for the second game mode, the target game account is controlled to switch from the first game mode to the second game mode, so that the target game account can play the game in the second game mode; The preset activation conditions include at least the following: when the target game account is in the first game mode, the controlled virtual object completes the target game task in the in-game game scene.

25. The method according to claim 24, characterized in that, The method further includes: The task information of the start-up task corresponding to the preset start-up condition is displayed on the graphical user interface. The task information includes: the identifier of each task and the progress of each task.

26. The method according to claim 24, characterized in that, The step of controlling the target game account to switch from the first game mode to the second game mode in response to a mode switching command for the second game mode includes: In response to a mode switching command for the second game mode, virtual resources in the virtual warehouse are displayed on the graphical user interface; In response to the extraction operation of the target virtual resource in the virtual resources, the game mode of the target game account is switched from the first game mode to the second game mode, and the target virtual resource is configured for the target game account in the second game mode.

27. The method according to claim 26, characterized in that, The method further includes: If the asset data of the virtual material does not exceed a preset asset threshold, the selection information of the virtual material is displayed on the graphical user interface to indicate that the virtual material supports full extraction.

28. The method according to claim 26, characterized in that, The method further includes: If the asset data of the virtual material exceeds a preset asset threshold, then in response to the material selection operation, the target virtual material is determined from the virtual materials based on the asset attributes of the virtual material and the preset asset threshold.

29. The method according to claim 26, characterized in that, The virtual resources include: virtual currency and virtual items; the method further includes: In response to the extraction operation of the target virtual currency in the virtual currency and / or the target virtual item in the virtual item, the extracted asset data is determined; If the extracted asset data is less than the preset asset threshold, then in response to the asset replenishment operation, additional virtual currency is determined from the virtual currency so that the re-determined extracted asset data is the preset asset threshold. The supplementary virtual currency, the target virtual currency, and / or the virtual items are identified as the target virtual resources.

30. The method according to claim 26, characterized in that, The method further includes: If the asset data of the target virtual material does not exceed the preset asset threshold, an asset prompt message is displayed on the graphical user interface to indicate that the asset data of the target virtual material has not reached the preset asset threshold.

31. A game interaction device, characterized in that, A graphical user interface is provided through a terminal device, which displays an out-of-game game scene after entering a target game through a target game account. The target game includes a first game mode. The device includes: The display module is configured to, when the target game account is in the first game mode, respond to the start command of the first game match and control the display of an in-game scene configured with controlled virtual objects on the graphical user interface. The controlled virtual objects are virtual objects corresponding to the target game account. The controlled virtual objects are used to perform target game tasks in the in-game scene. The target game tasks are used to instruct the controlled virtual objects to collect virtual resources in the in-game scene and successfully exit the in-game match at a preset location point in the in-game scene within a preset time. The control module is configured to, in response to the controlled virtual object failing to complete the target game task, control the controlled virtual object to end the first game match and configure the first virtual resources for the target game account, wherein the first virtual resources include the virtual resources worn by the controlled virtual object when it ends the first game match; The controlled virtual object failing to complete the target game task includes: the controlled virtual object failing to exit the first game match through the preset location point within the preset time; The control module is further configured to, in response to the controlled virtual object failing to complete the target game task, control the target game account to be in the first game mode; or The control module is further configured to control the target game account to be in the first game mode if the target game account has played a preset number of games in the beginner's round.

32. A terminal device, characterized in that, include: The device includes a processor, a memory, and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the game interaction method according to any one of claims 1 to 30.

33. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, which, when executed by a processor, performs the game interaction method according to any one of claims 1 to 30.